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Age 106

  • Forum Source: Age 106 Final Changes
  • WoL Age 106 Open: Sunday, May 6 @ 00:00 GMT
  • WoL Age 106 Start: Thu, 9 May at 18:00 GMT+00:00
  • WoL Age 106 End: Saturday July 20, 2024 @ 00:00 GMT

Miscellaneous things that are being “fixed” or Quality of life

  • To declare war, the kingdom you are declaring war against must have had hostile actions from at least 3 unique provinces. (hits only)
  • Thieves Dens - Age 105 change - now implemented (see buildings)
  • Meteor Showers now also works on “-” tick
  • Love and Peace, as well as all other duration spells have always worked on “-” tick
  • War - Learns and Amnesia recovery time - Book recovery time set to 48 Utopian Days. - Age 105 change
  • War - Learns and Amnesia recovery time - Book recover back to 100% at end of war
  • Buildings in progress are now shown on the survey operation
  • Military casualties can be expected to be roughly 5-6.5% base on defense, 6.5-8.5% base on offense
  • Provinces with successful Bribed Generals operation will now display an extra effect message on attacks that indicate the effect of Bribed Generals
  • Reviewing Age 102 change - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March - Confirmed effect was implemented but results are non-obvious.

  • Modified to - Failed Attacks will increase the MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of MAP generated on a successful Raze - Result: Less MAP per hit than previous age (calculated to be about 40% reduced MAP per hit).

General Mechanics

  • Soldiers are 3/0, 0.75nw* and THEY die on defense - adding a warning/notice on the military page
  • Provinces will have base starting military when created as: 3000 Soldiers, 3000 Specialist Credits, 800 Defense Specialists and 400 Thieves
  • Hostile Meter: Spells and Thievery Operations - all values have tripled (example, Rob vaults now moves the meter 0.12 up from 0.04)

  • Explore pool will not decay but has a maximum value of 2500

  • Upon reaching:

  • Explore pool over 1000 acres: End of war and Daily pool growth are auto explored for free (this land will create a new explore schedule for that amount of acres, i.e. 2 acres will be explored each tick)
  • 2500 acres: at month change (1st) if your pool is above 2500 acres it will reset to 2500 acres.

Stances

Normal

No effects, default

Aggressive

  • +10% Battle (Resource) Gains

  • +30% Credits gained in Combat

  • +10% Self Offensive Military Casualties

  • +10% Instant Spell damage and Sabotage Operation damage

  • +25% Military Wages

Peaceful

  • +25% Income

  • +15% Food, Runes, Wizards Production

  • +20% Birth Rate

  • -20% Offensive Military Efficiency

  • -50% Defensive Military Losses

  • -25% Outgoing Instant Spell damage and Sabotage Operation damage

Changes to War based on Number of Provinces in the Kingdom

  • Provinces created/reset during WAR will be unable to donate to dragon or aid to those within their kingdom for 24 hours after they leave protection
  • War Score will incur a 4% stacking penalty for each missing province below maximum (Calculated for each individual War, this carries over to EoA adjustment, full points only awarded full kingdoms)-currently 2%
  • War Win bonus will incur a 5% stacking penalty for each province below 25. (Calculated at War start - max 25% reduction)

Changes to War Completion

  • Acre redistribution: Upon completion of war, acres awarded will prioritize the smallest Provinces first.

On Conclusion of War - both kingdoms will receive

  • 3 times the kingdom’s median province’s acres in Specialist Credits
  • Free Building Credits to the total of 200% of the median province’s total land at the end of the war
  • Science Books bonus equal to 24 ticks of production for each Province
  • Each Province will have 5% of their land lost and moved to their explore pool (minimum of 100 acres added to pool, regardless of how many are lost)
  • An equal number of acres to those lost will be redistributed to Provinces across the kingdom**
  • Recognition on Kingdom Page based on the number of Wars achieved

Mutual Peace

  • No additional Bonus's or penalties

On war Loss the surrendering kingdom will lose

  • 5% of the Kingdom's Land (each province loses 5%)
  • 5% of the Kingdom's Honor (each province loses 5%)

On war Win the winning kingdom will receive an additional war win bonus

  • The following bonuses are modified based on War Win Tier and the Kingdom Province count penalty as outlined above.

  • Each win increases these numbers by 5% to to a max of 50%

  • Science Books bonus equal to 12 ticks of production for each Province
  • +0.50 to “Current scientist generation”
  • Honor equal to 5% of the losing Kingdom's total Honor at the end of the War (distributed evenly), plus 200 Honor per province
  • Land equal to to 10% of the losing Kingdom's total land at the end of the War redistributed prioritizing smallest province**
  • Additional Free Building credits equal to province land

Buildings

  • Watch Towers - do not have an impact on intel based ops
  • Thieves Dens - losses bonus reduced from 4% to 3.6% (90% max). - Age 105 Change not previously implemented

Operations

  • Spy on pool: gives current pool size, and costs per acre in gold and soldiers
  • Night strike damage: now does 25% more damage to soldiers

Rituals

  • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
  • Expedient: -10% Draft Costs, +10% Building Efficiency
  • Haste: -10% Attack Time, -25% Training Time, -25% Construction Time
  • Havoc : +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
  • Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
  • Stalwart: +5% Defensive Military Efficiency, -20% Military Casualties

Age 105 Rituals

  • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
  • Expedient: +20% Draft Rate, +10% Building Efficiency
  • Haste: -10% Attack Time, -25% Training Time, -25% Construction Time
  • Havoc : +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
  • Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
  • Stalwart: +5% Defensive Military Efficiency, -20% Military Casualties

Taxes

  • Taxes will now be capped at 80%
  • Land Trade Balance value:1500 gc
  • Land is now subject to taxes
  • Land aid will be destroyed at a rate of ⅓ instead of ½
  • MAP will no longer exempt someone from taxes
  • if you are <25% median acres your taxes cap at 15%
  • Trade balance: will decay 10% per in game month (~50% per real life week) and will not decay in war

Draft Rate

  • Base costs remain the per draft rate
  • Draft rates have been increased to:
  • Reservist: 0.5%
  • Normal: 1%
  • Aggressive: 1.5%
  • Emergency: 2%

Races

Avian

Bonuses

  • -15% Attack Time

  • Ambush immunity

  • +35% Birth Rate

  • Access to Greater Protection

Penalties

  • -10% Battle (Resource) Gains

  • No Access to Stables and War Horses

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 11/0, 4.4nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 15/4, 1000gc, 7.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - n/a

Age 105

Bonuses

  • -15% Attack Time

  • +20% Birth Rate

  • Access to Greater Protection

Penalties

  • -10% Battle (Resource) Gains

  • No Access to Stables and War Horses

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 15/4, 1000gc, 7.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - n/a

Dark Elf

Bonuses

  • 50% Spell Rune Cost (excluding Ritual)

  • Guilds produce Runes at 50% rate of Towers

  • Can train Thieves with Specialist Credits

  • Access to Chastity, Blizzard, Guile, Invisibility, Mage's Fury

Penalties

  • Can not build towers

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 12/0, 4.8nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 6/12, 950gc, 7.5nw

  • Mercenary - 8/0, 0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 105

Bonuses

  • 50% Spell Rune Cost (excluding Ritual)

  • Can train Thieves with Specialist Credits

  • Access to Chastity, Blizzard, Guile, Invisibility, Mage's Fury

Penalties

  • -20% Birth Rate

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 12/0, 4.8nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 6/12, 950gc, 7.5nw3 mi

  • Mercenary - 8/0, 0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Dwarf

Bonuses

  • +30% Building Efficiency

  • -50% Construction Cost

  • 50% Raze Cost

  • +5% Military Efficiency

  • Access to Miner’s Mystique

Penalties

  • +50% Food Consumption

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/6, 1000gc, 7.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 105

Bonuses

  • +30% Building Efficiency

  • -50% Construction Cost

  • 50% Raze Cost

  • Access to Miner’s Mystique

Penalties

  • +50% Food Consumption

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/6, 1000gc, 7.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Elf

Bonuses

  • +5% population bonus

  • +50% wizard generation bonus

  • 25% massacre damage taken

  • 50% damage taken from assassinate wizards

  • Access to Mist, Pitfalls, Salvation, Wrath

Penalties

  • +25% training time (can not push you past 24 hours)

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/12, 6.0nw

  • Elite Unit - 12/5, 900gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 105

Bonuses

  • +25% Magic Effectiveness (WPA)

  • -20% Military Wages

  • Access to Mist, Pitfalls, Salvation, Wrath

Penalties

  • +20% Explore Costs

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/12, 6.0nw

  • Elite Unit - 12/5, 900gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Faery

Bonuses

  • +20% Offensive Spell Duration

  • +20% Self Spell Duration

  • +25% Rune Production

  • All land produces 0.5 horses per tick

  • All land holds 15 horses

  • Access to All Racial Spells

Penalties

  • 10% Population

  • No access to stables

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 4/13, 900gc, 7.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.0nw (Horses are zero NW, be aware of this)

Age 105

Bonuses

  • +20% Offensive Spell Duration

  • +20% Self Spell Duration

  • +25% Rune Production

  • Access to All Racial Spells

Penalties

  • 10% Population

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 4/13, 900gc, 7.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Halfling

Bonuses

  • +10% Population

  • -10% Military Train Cost

  • Thievery Dens also provide Watch tower bonus

  • Access to Quick Feet, Town Watch, Vermin

Penalties

  • Can not build WT

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/11, 5.5nw

  • Elite Unit - 11/5, 850gc, 6.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 105

Bonuses

  • +10% Population

  • +25% Thievery Effectiveness (TPA)

  • -15% Military Train Cost

  • Access to Quick Feet, Town Watch, Vermin

Penalties

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 11/5, 850gc, 6.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Human

Bonuses

  • +10% Science Efficiency

  • +15% Enemy Military Casualties (when defending and when attacking)

  • All Land holds Prisoners (10/acre)

  • Prisoners convert to leets over time (2% per tick)

  • Access to Fountain of Knowledge, Tree of Gold

Penalties

  • +30% Spell Rune Cost (excluding Ritual)

  • Cannot build dungeons

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/5, 1000gc, 7.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 3/0, 0.9nw

Age 105

Bonuses

  • +10% Science Efficiency

  • +15% Enemy Military Casualties (when defending and when attacking)

  • Access to Fountain of Knowledge, Tree of Gold

Penalties

  • +30% Military Wages

  • +20% Spell Rune Cost (excluding Ritual)

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/5, 950gc, 7.0nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 3/0, 0.9nw

Orc

Bonuses

  • +20% Battle (Resource) Gains

  • +20% Massacre Efficiency (Peasants, Thieves, Wizards)

  • Access to Aggression, Bloodlust

Penalties

  • Homes increase your max pop by 5 instead of 10

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 14/4, 950gc, 6.75nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 105

Bonuses

  • +20% Battle (Resource) Gains

  • +20% Massacre Efficiency (Peasants, Thieves, Wizards)

  • Access to Aggression, Bloodlust

Penalties

  • -10% Magic Effectiveness (WPA)

  • -10% Thievery Effectiveness (TPA)

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 14/4, 950gc, 6.75nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Undead

Bonuses

  • -25% Military losses

  • Spreads and is Immune to the Plague

  • No Food Needed

  • Can train Elite Units with specialist credits

  • Access to Ghost Workers

Penalties

  • +50% land lost on ambush (return 75% of land instead of 50%)

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 9/0, 3.6nw

  • Defensive Specialist - 0/12, 6.0nw

  • Elite Unit - 14/1, 500gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 105

Bonuses

  • 50% of Military Casualties return as Soldiers

  • Spreads and is Immune to the Plague

  • No Food Needed

  • Access to Ghost Workers

Penalties

  • No Access to Hospitals

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 11/0, 4.4nw

  • Defensive Specialist - 0/11, 5.5nw

  • Elite Unit - 13/4, 900gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Personalities

The Artisan

+50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)

+50% Building Credits gained in Combat

  • -20% Building Damage taken from Arson, Greater Arson, Tornado, Raze

+20% Artisan Science Efficiency

+20% Bookkeeping Science Efficiency

Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits

Age 105

  • +50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)

  • +50% Building Credits gained in Combat

  • -20% Building Damage taken from Arson, Greater Arson, Tornado, Raze

  • +25% Artisan Science Efficiency

  • Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits

  • The Cleric

  • 100% of Military Casualties return as Soldiers

  • Soldiers convert to Offensive and Defensive Specialists over time (2%/2%)

  • Immune to the Plague

  • Access to Divine Shield, Illuminate Shadows

  • +25% Resilience Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

Age 105

  • -30% Military Casualties

  • Immune to the Plague

  • Access to Divine Shield, Illuminate Shadows

  • +25% Resilience Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

  • The Heretic

  • +20% Spell Damage

  • +20% Sabotage Damage

  • +50% Wizard Production

  • 50% Thieves lost on Thievery Operations

  • Access to Fool’s Gold, Nightmares

  • +20% Crime Science Efficiency

  • +20% Channeling Science Efficiency

  • Starts with +400 Wizards and +400 Thieves

Age 105

  • +20% Spell Damage

  • +20% Sabotage Damage

  • +50% Wizard Production

  • 50% Thieves lost on Thievery Operations

  • Access to Fool’s Gold, Nightmares

  • +25% Sorcery Science Efficiency

  • Starts with +400 Wizards and +400 Thieves

  • The Merchant

  • +30% Income

  • Immune to All Income Penalties

  • 100% successful on espionage ops at double stealth costs

  • Access to Clear Sight

  • +25% Income Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

Age 105

  • +30% Income

  • Immune to All Income Penalties

  • Access to Clear Sight

  • +25% Income Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

  • The Mystic

  • +50% Guilds Effectiveness

  • +1 Mana Recovery per Tick

  • Access to Magic Ward, Meteor Showers, Mind Focus

  • +25% Channeling Science Efficiency

  • Starts with +800 Wizards

Age 105

  • +50% Guilds Effectiveness

  • +1 Mana Recovery per Tick

  • Access to Magic Ward, Meteor Showers

  • +25% Channeling Science Efficiency

  • Starts with +800 Wizards

  • The Rogue

  • +50% Thieves' Dens Effectiveness

  • +1 Stealth Recovery per Tick

  • Access to All Thievery Operations

  • +25% Crime Science Efficiency

  • Starts with +800 Thieves

Age 105

  • +50% Thieves' Dens Effectiveness

  • +1 Stealth Recovery per Tick

  • Access to All Thievery Operations

  • +25% Crime Science Efficiency

  • Starts with +800 Thieves

  • The Shepherd

  • -15% Battle (Resource) Losses

  • -15% Damage taken from Instant Spells and Sabotage Operations

  • +1 General

  • Immune to Droughts, Storms

  • Access to Reflect Magic

  • +20% Production Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

Age 105

  • -15% Battle (Resource) Losses

  • -15% Damage taken from Instant Spells and Sabotage Operations

  • Immune to Droughts, Storms

  • Access to Reflect Magic

  • +25% Shielding Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

  • The Tactician

  • -15% Attack Time

  • 50% Ambush (Land) Protection

  • +25% Credits gained in Combat

  • +25% Siege Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

Age 105

  • -15% Attack Time

  • 50% Ambush (Land) Protection

  • Access to Enhanced Conquest Attack

  • +25% Credits gained in Combat

  • +25% Siege Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

  • The War Hero

  • +50% Bonuses from Honor

  • -25% Honor Loss in Battle

  • Converts Offensive Specialists to Elites on Successful Trad March and Conquest

  • Access to Hero’s Inspiration

  • +25% Strategy Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

Age 105

  • +50% Bonuses from Honor

  • -20% Honor Loss in Battle

  • Converts Offensive Specialists to Elites on Successful Trad March and Conquest

  • Access to Hero’s Inspiration

  • +25% Strategy Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

  • The Warrior

  • +15% Offensive Military Efficiency

  • +2 Mercenary & Prisoner Strength

  • 75% Mercenary Cost

  • Access to Enhanced Conquest Attack

  • +25% Tactics Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

Age 105

  • +15% Offensive Military Efficiency

  • +2 Mercenary & Prisoner Strength

  • 75% Mercenary Cost

  • +25% Tactics Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

  • Changelog:

  • Update Age 106 Open and Start Time (DavidC 5-4-24 @ 05:04)

  • fixed spelling
  • Updated Example Graphics (persain 5-5-24 @ 15:44)
  • Wording to add context, and highlight 0 nw horse, and start date
  • Update Age 106 End Date and Time (DavidC 5/28/24 @13:15)