Age 110 — Age of Ash and Ice
- Forum Source: Age 110 Final Changes
- WoL Age 110 Open: tbd
- WoL Age 110 Start: tbd
- WoL Age 110 End: tbd
The embers of war smolder, yet the frost does not yield. What was once a realm of Ember and Frost has now descended into ruin. The flames that once roared with defiance have burned cities to husks of ash, and the creeping frost has choked the land beneath an unforgiving grip of ice.
Yet, amidst the ruin, something stirs.
The Dryads, once content to guard the sacred wilds, now take root in the charred remains of civilization. They do not rebuild—they reclaim. Every fallen kingdom feeds their hunger for vengeance, and where their wrath takes hold, nature itself rises as both weapon and executioner.
The Gnomes, ever-opportunistic, have retreated back to their homes.
Yet, even as fire fades to ash and ice blankets the land, something darker lingers in the ruins.
The Undead have returned, and this time, they do not intend to vanish.
For too long, the world has ignored the whispers of the grave, but now, the silence has broken. The dead rise in numbers unseen, their march unyielding, their hunger endless. This is not an invasion. This is a reclamation.
The old world burns. The new world freezes. And death claims all that remains.
This is the Age of Ash and Ice. Survive if you can.
General Mechanics and Misc
Learns:
Out of War Learns will no longer capture unallocated books at a greater rate In war Learns will not change
Watchtowers:
Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2% Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%
Castles :
Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%
OPS
Pitfalls - Increased Damage from 15% to 20% Bribe Generals - Increased Damage from 15% to 20% Greater Arson difficulty reduced from High to Medium New Spell: "Nightfall" – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)
Rituals: New Ritual - Ascendancy
+100% Wizard Production - 50% Wizard Losses on Failed Spells - -40% Book Generation
Races
Avian
Bonuses
-
-25% Attack Time
-
+40% Birth Rate
-
Immunity to Ambush
-
Access to Greater Protection, Clear sight
-
Unique Ability: Skybound Strike
-
Unique Ability: (Usable in War and Hostile Relations) Once activated, the next attack will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target. Cooldown: 24 Utopian Days
Penalties
-
+15% Military Casualties
-
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 - 13/3, 900gc, 6.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - n/a
Age 109
Bonuses
-
-25% Attack Time
-
+60% Birth Rate
-
Immunity to Ambush
-
Access to Greater Protection, Clear Sight
-
Unique Ability: Skybound Strike
-
Activated Ability: Once activated, the next attack will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target (examples: 75% break means 75% gains, 25% break means a 25% damage massacre ). Cooldown: 24 Utopian Days
-
sending over 100% does not increase gains
Penalties
-
+15% Military Casualties
-
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 - 14/3, 900gc, 6.5nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - n/a
Dark Elf
Bonuses
-
No Rune Cost (Excluding Ritual)
-
+10% Offensive Military Efficiency
-
+15% Magic Effectiveness (WPA)
-
Can train Thieves with Specialist Credits
-
Access to Blizzard, Guile, Mage's Fury, Magic Ward, Invisibility
-
Unique Ability: Shadow Surge
-
Activated Ability: Once activated, offensive spells have a 20% chance to cast again at no mana cost for 8 Utopian Days. Cooldown: 24 Utopian Days
Penalties
-
+20% Exploration Costs
-
-10% Building Efficiency
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 12/6, 1050gc, 7.0nw
-
Mercenary - 8/0, 0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 109
Bonuses
-
No Rune Cost (Excluding Ritual)
-
+15% Magic Effectiveness (WPA)
-
Can train Thieves with Specialist Credits
-
Access to Blizzard, Guile, Mage's Fury, Fools Gold, Magic Ward, Invisibility
-
Unique Ability: Shadow Surge
-
Activated Ability: When activated, offensive spells have a 20% chance to cast again at no mana cost for 6 Utopian Days. Cooldown: 24 Utopian Days
Penalties
-
+30% Exploration Costs
-
+30% Military Wages
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 11/0, 4.4nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 10/10, 1050gc, 7.0nw
-
Mercenary - 8/0, 0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Dryad
Bonuses
-
+10% Offensive Military Efficiency
-
+10% Defensive Military Efficiency
-
+20% Dragon Slaying Strength
-
Wages are "always paid"
-
Access to no additional spells
-
Unique Ability: Roots of Ruin
-
Passive: Upon a successful attack, the attack will destroy 1.5% of the enemies entire population.
Penalties
-
+10% Military Casualties when defending
-
-15% Income
-
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 - 2/0, 0.6nw
Age 109
-
+10% Offensive Military Efficiency
-
+10% Defensive Military Efficiency
-
Wages are "always paid" See warning at start of post
-
Access to no additional spells
-
Unique Ability: Roots of Ruin
-
Passive: Upon successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1% of their entire population
-
(the intent is that its kills 1% of enemy peasants, thieves, wizards, and military. army in-out-and in training---these have been tested to work
Penalties
-
-30% Thievery effectiveness (TPA)
-
15% income
-
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 - 2/0, 0.6nw
Dwarf
Bonuses
-
+30% Building Efficiency
-
-60% Construction Time
-
Access to Miner’s Mystique
-
Unique Ability: Earthshaker
-
Activated Ability: Once activated, the next attack if successful will raze all Forts and 5% of all other buildings on the target province. Cooldown: 24 Utopian Days
Penalties
-
Cannot use Accelerated Construction
-
+100% 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 109
Bonuses
-
+30% Building Efficiency
-
-50% Construction Time
-
Access to Miner’s Mystique
-
Unique Ability: Earthshaker
-
Activated Ability: When activated, the next attack if successful will raze all Forts and 5% of all other buildings on the target province. Cooldown: 24 Utopian Days.
Penalties
-
Cannot use Accelerated Construction
-
+100% 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
-
+30% Magic Effectiveness (WPA)
-
Access to Mist, Pitfalls, Wrath, Salvation
-
Unique Ability: Mana Well
-
Activated ability: Once activated, restores the caster's mana by 50%. Cooldown: 24 Utopian Days.
Penalties
-
-50% Damage done when performing a Night Strike
-
No Access to Dungeons and Prisoners
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 12/4, 900gc, 6.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 109
Bonuses
-
+25% Magic Effectiveness (WPA)
-
-20% Military Casualties
-
Access to Chastity, Mist, Pitfalls, Wrath
-
Unique Ability: Mana Well
-
Activated ability: When activated, fully restores the caster's mana by 50%. Cooldown: 24 Utopian Days.
Penalties
-
+20% Military Wages
-
No Access to Dungeons and Prisoners
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/11, 5.5nw
-
Elite Unit - 12/4, 900gc, 5.75nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Faery
Bonuses
-
+25% Offensive Spell Duration
-
+25% Self Spell Duration
-
+1 Mana per Tick in War
-
Access to Tree of Gold, Quick Feet, Town Watch, Vermin, Chastity, Mist, Pitfalls, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique
-
Unique Ability: Ethereal Mirage
-
Activated ability: Once activated until end of tick successful casts of Mystic Vortex will remove all active spells from the target province. Cooldown: 24 Utopian Days.
Penalties
-
10% Population
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 4/12, 850gc, 6.75nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 109
Bonuses
-
+25% Offensive Spell Duration
-
+25% Self Spell Duration
-
+1 Mana per Tick in War
-
Access to Tree of Gold, Quick Feet, Town Watch, Vermin, Chastity, Mist, Pitfalls, Wrath, Miner’s Mystique, Blizzard, Guile, Mage's Fury, Greater Protection, Clear Sight, Fountain of Knowledge, Salvation, Magic Ward
-
Unique Ability: Ethereal Mirage
-
Passive: Mystic Vortex removes all active spells from the target province when successfully cast.
Penalties
-
10% Population
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 4/12, 850gc, 6.75nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.0nw
Halfling
Bonuses
-
+15% Population
-
+25% Thievery Effectiveness (TPA)
-
-10% Military Training Time
-
Access to Quick Feet, Town Watch, Vermin
-
Unique Ability: Sneak Attack
-
Activated ability: Once activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.
Penalties
-
-25% Birth Rate
-
+10% Military Wages
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/9, 4.5nw
-
Elite Unit - 11/5, 850gc, 6.25nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 109
Bonuses
-
+15% Population
-
+25% Thievery Effectiveness (TPA)
-
-10% Military Training Time
-
Access to Quick Feet, Town Watch, Vermin
-
Unique Ability: Sneak Attack
-
Activated ability: When activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.
Penalties
-
-25% Birth Rate
-
+15% Military Wages
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 9/0, 3.6nw
-
Defensive Specialist - 0/9, 4.5nw
-
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
-
+25% Science Efficiency
-
Immunity to Scholar's Wrath
-
Access to Fountain of Knowledge, Greater Protection, Reflect Magic
-
Unique Passive: Scholar's Wrath
-
Passive: In War, All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 ticks). Out of War, Book Generation is increased by 10%.
Penalties
-
-50% Magic Effectiveness (WPA)
-
-10% Thievery Effectiveness (TPA)
-
No access to Libraries
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 12/5, 1050gc, 6.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 109
Bonuses
-
+30% Science Efficiency
-
+15% Income
-
Access to Aggression, Fountain of Knowledge, Greater Protection, Reflect Magic
-
Unique Ability: Interest
-
Activated ability: When activated, provides an additional extreme activity bonus for the province. Cooldown: 24 Utopian Days.
Penalties
-
-80% Magic Effectiveness (WPA) on Defense
-
Can not Run Libraries
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 11/5, 900gc, 6.5nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 3/0, 0.9nw
Orc
Bonuses
-
+30% Battle (Resource) Gains
-
-75% Draft Cost
-
Train Elites with Specialist Credits
-
Access to Aggression, Bloodlust
-
Unique Ability: Warlord’s Fury
-
Passive: Successful attacks plunder an additional 15% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties (soldiers, specialists and elites) home instantly.
Penalties
-
-30% Credits gained on successful attacks (Building and Specialist Credits)
-
+1 Self Mana Cost (Excluding Rituals)
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 11/0, 4.4nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 15/4, 950gc, 7.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 109
Bonuses
-
+30% Battle (Resource) Gains
-
-50% Draft Cost
-
Train Elites with Specialist Credits
-
Access to Aggression, Bloodlust
-
Unique Ability: Warlord’s Fury
-
Passive: Successful attacks plunder an additional 15% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties(soldiers specialists, and elites) home instantly.
-
(if you lost 100 troops when you attacked, 25 of those troops are home to attack with your next attack)
Penalties
-
-20% Credits gained on successful attacks (Building and Specialist Credits)
-
-10% Building Effectiveness
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 11/0, 4.4nw
-
Defensive Specialist - 0/9, 4.5nw
-
Elite Unit - 15/4, 950gc, 7.25nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Undead
Bonuses
-
-30% Military Casualties
-
Immune to Plague
-
No Food Required
-
Converts Specialist to Elites upon Successful Traditional Marches
-
All Successful Traditional Marches: Inflicts Unborn Veil, -15% Birth Rate for 5 Ticks
-
Access to Animate Dead, Nightfall
-
Unique Ability: Cursed Plague
-
Activated ability: Once activated, until end of tick, all successful Undead attacks have a 100% chance to spread Plague. Cooldown: 24 Utopian Days.
Penalties
-
Undead Thieves and Elites Decay by 0.4% Per Tick.
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 12/0, 4.8nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 14/3, 1000gc, 6.5nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Personalities
The Artisan
+50% Building Capacity (Homes, Stables, Dungeons)
+50% Building Production (Banks, Farms, Stables, Towers)
+50% Building Credits gained in Combat
+100% Successful Espionage Operations for double stealth cost
- -20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
+20% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Unique Passive: Masterful Craftsmanship Artisans have a 25% chance to receive 75% of a building's cost back as building credits upon construction.
Age 109
-
+50% Building Capacity (Homes, Stables, Dungeons)
-
+50% Building Production (Banks, Farms, Stables, Towers)
-
+50% Building Credits gained in Combat
-
+100% Successful Espionage Operations for double stealth cost
-
-20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
-
+20% Artisan Science Efficiency
-
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
-
Unique Passive: Masterful Craftsmanship Artisans have a 25% chance to receive 50% of a building's cost back as building credits upon construction
The Cleric
-
+1 Elite Defensive Value
-
+1 Defensive Specialist Strength
-
-1 Self Spell Mana Cost
-
-25% Damage from Instant Spells
-
Access To Salvation, Revelation, Divine Shield, Illuminate Shadows
-
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's duration.
Age 109
-
+1 Elite Defensive Value
-
+1 Defensive Specialist Strength
-
-1 Self Spell Mana Cost
-
-25% Damage from Instant Spells
-
Access To Salvation, Revelation, Divine Shield, Illuminate Shadows
-
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's duration, symbolizing their deep connection to divine powers
The General
-
+1 General
-
-30% Training Time
-
+15% Military Book Production
-
Converts Specialist to Elites upon Successful Traditional Marches
-
Access to Wrath and Steal War horses
-
Starts with +800 Soldiers and +800 Specialist Credits
-
Unique Passive: Blood and Glory 35% of Military Casualties return as Soldiers
The Heretic
-
+40% Wizard Production
-
30% Thieves lost on Thievery Operations
-
+15% Magic Effectiveness (WPA)
-
+25% Damage for Resource Operations (Rob Granaries, Rob Vaults, Rob Towers)
-
+25% Finesse Science Efficiency
-
Access to Nightmares, Fool's Gold
-
Starts with +400 Wizards and +400 Thieves
-
Unique Active: Chaotic Affliction Until the next tick, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%. Cooldown: 24 Utopian Days
Age 109
-
+50% Wizard Production
-
50% Thieves lost on Thievery Operations
-
+25% Thievery Efficiency (TPA)
-
+10% Magic Efficiency (WPA)
-
Access to Meteor Showers, Greater Arson
-
Starts with +400 Wizards and +400 Thieves
-
Unique Passive: Blasphemous Might After a failed offensive spell cast, the heretic recovers 5% Stealth.
The Mystic
-
+75% Guilds Effectiveness
-
+1 Mana Recovery per Tick
-
Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity
-
+25% Channeling Science Efficiency
-
Starts with +800 Wizards
-
Unique Passive: Arcane Overflow Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
- Note: this is not abolish ritual, this lowers the effectiveness of the enemy ritual
- Is a multiplicative effect. Say you have 108% effective ritual, and get casted on 50 times. 108 * 0.9975^50 = 95.29% ritual
- Example power: 4 mystics at declare have 180 casts of mana, they could at best drop 100% ritual to 63.7%
Age 109
-
+75% Guilds Effectiveness
-
+1 Mana Recovery per Tick
-
Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity, Fool's Gold,
-
+25% Channeling Science Efficiency
-
Starts with +800 Wizards
-
Unique Passive: Righteousness Fury:Gains access to the Spells Righteous Aggressor and Righteous Defender
- These are 1-2 hour duration spells that were first introduced in genesis and when cast and active have the following effects:
- Righteous aggressor will convert offensive specialist to elites on successful attack similar how offensive conversions have worked in past ages.
- Righteous defender will convert defensive specialist to elites when you are attacked at roughly the same rate offensive conversions occur.
- These are 1-2 hour duration spells that were first introduced in genesis and when cast and active have the following effects:
The Rogue
-
+80% Thieves' Dens Effectiveness
-
+1 Stealth Recovery per Tick
-
Access to All Thievery Operations
-
+25% Damage for Kidnap & Assassinate Wizards operations
-
+25% Crime Science Efficiency
-
Starts with +800 Thieves
-
Unique Passive: Shadows in the Night Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth
Age 109
-
+80% Thieves' Dens Effectiveness
-
+1 Stealth Recovery per Tick
-
Access to All Thievery Operations
-
+25% Crime Science Efficiency
-
Starts with +800 Thieves
-
Unique Passive: Shadows in the Night: Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50%
- or more Stealth
The Tactician
-
-15% Attack Time
-
No Thieves lost on Espionage Thievery operations
-
+25% Credits gained in Combat
-
+20% Valor Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
-
Unique activated: Siege Warfare Once activated, for the next 6 ticks Massacre Attacks destroy 15% of enemy Farms, Towers, and Homes. Cooldown: 24 Utopian Days
Age 109
-
-15% Attack Time
-
No Thieves lost on intel
-
+25% Credits gained in Combat
-
+25% Siege Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
-
Unique Passive: Dragons Wrath When attacking, 10% of your raw offense will also deal damage to the dragon as well as attack your target
- i.e. if you attack someone with 10,000 soldiers the dragon will also take 3000 points of damage
The Warrior
-
+15% Offensive Military Efficiency
-
+4 Mercenary & Prisoner Strength
-
50% Mercenary Cost
-
+25% Tactics Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
-
Unique Active: Direct Conscription For the next 6 ticks, Specialist Credits can be used to train units without requiring Soldiers, consuming 1 Peasant and 3 Credits per unit trained. Cooldown 24 hours.
- Will not reduce population below 1 peasant per acre or 100, whichever is higher
Age 109
-
+1 General
-
+4 Mercenary & Prisoner Strength
-
50% Mercenary Cost
-
+25% Tactics Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
-
Unique activated: Indomitable Spirit: Once activated Warriors gain 5% Military Efficiency for 6 ticks. Cooldown: 24 Utopian Days.
Changelog
- cs off faery
- forgot to remove war trophies
- ****ed up mystic
- artisan simplified forgot to remove extra..
- Pitfalls was miss copied
- tact clarity
- mystic wording, sorry for issues
- Update language for Ascendency ritual RE: wizard production from 'double' to +100% (DavidC 4/15/2025 @ 18:43)