Age 54 — A Call to Arms
- Forum Source: Age 54 Final Changes and Start Times
Schedule
Age 54 start dates and Age 53 end dates:
Tuesday May 8th, 12.00 GMT - End of age
Tuesday May 8th, 18.00 GMT- Start of Freeze
Friday May 11th, 18.00 GMT - Start of Protection
Monday May 14th, 18.00 GMT - End of Protection
For Age 54 the following changes will be implemented (use the Show Text button to see age 53 details). Thanks to everyone that contributed.
Race Changes
Avian
Age 54
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-25% Attack Time
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+40% Sabotage damage
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10% attack gains
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No Access to Stables
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Spell book: Town Watch, Vermin, Mystic Aura
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Elite: 7/2, 600gc, 6.25NW
Age 53
Bonuses
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-30% attack times
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Defensive Specialist Strength +1
Penalty
-
-10% attack gains
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No access to stables
Other Information
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Offensive Specialist: Griffins (5/0)
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Defensive Specialist: Harpies (0/6)
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Elite Unit: Drake (7/4, $650, 6.5 nw)
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Spell book: Clear Sight, Town Watch, Fanaticism
Dwarf
Age 54
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+15% BE
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+30% Spell Damage (Instant Spells)
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Free Building Construction
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Can use credits to raze buildings
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+50% Food consumption
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Accelerated Construction not available
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Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
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Elite: 7/3, 750gc, 6.5NW
Age 53
Bonuses
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+20% BE
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Free Building Construction
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Can use credits to raze buildings
Penalty
-
Accelerated Construction not available
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-25% thievery effectiveness
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+50% food consumption
Other Information
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Offensive Specialist: Warriors (5/0)
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Defensive Specialist: Axemen (0/5)
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Elite Unit: Berserker (6/5, $700, 6 nw)
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Spell book: Vermin, Quick feet
Elf
Age 54
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+50% WPA
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+1 mana in war
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+1 defence specialist strength
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Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
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Elite: 6/4, 700gc, 6NW
Age 53
Bonuses
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+2 mana per tick in war
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Defensive Specialist Strength +1
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+30% damage on instant offensive spells.
Penalty
- None
Other Information
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Offensive Specialist: Rangers (5/0)
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Defensive Specialist: Archers (0/6)
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Elite Unit: Elf Lord (7/3, $600, 6 nw)
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Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
Faery
Age 54
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+30% Spell Damage (Instant Spells)
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+30% Sabotage damage
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+30% WPA and TPA
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-10% Population
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Offensive Specialist Strength -2
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Spellbook: All racial spells
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Elite: 3/8, 1000gc, 7.5NW
Age 53
Bonuses
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+50% magic effectiveness
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+50% thievery effectiveness
Penalty
-
-10% population
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Offensive Specialist Strength -1
Other Information
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Offensive Specialist: Magicians (4/0)
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Defensive Specialist: Druids (0/5)
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Elite Unit: Beastmasters (3/8, $1000, 8.0 nw)
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Spellbook: All spells
Halfling
Age 54
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+50% TPA
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+1 stealth
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50% thief cost
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-15% Birth Rate
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Spellbook: Invisibility, Town Watch
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Soldiers: 2/2
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Elite: 5/6, 550gc, 5.75NW
Age 53
Bonuses
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+1 extra stealth per tick
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-50% thief cost
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+10% Population
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Espionage operations are 100% accurate in war
Penalty
- -20% birthrate
Other Information
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Soldiers: 2/2
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Offensive Specialist: Strongarms (5/0)
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Defensive Specialist: Slingers (0/5)
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Elite Unit: Brutes (5/6, $500, 6.25 nw)
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Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
Human
Age 54
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+10% Population
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+50% Sabotage damage
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+50% Spell Damage (Instant Spells)
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+1 Offense specialist strength
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Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
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Elite: 5/5, 500gc, 5NW
Age 53
Bonuses
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+30% income
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+40% Damage on Sabotage Operations
Penalty
-
-20% magic effectiveness
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Offensive Specialist Strength -1
Other Information
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Offensive Specialist: Swordsmen (4/0)
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Defensive Specialist: Archers (0/5)
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Elite Unit: Knight (8/3, $800, 6.5 nw)
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Spell Book: Greater Protection, Fountain of Knowledge
Orc
Age 54
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+20% gains
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Can train elites with credits
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-75% Combat Instant Spell Damage and Duration
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-75% Sabotage Damage
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Spellbook: Bloodlust, Fanaticism, Aggression, Reflect Magic
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Elite: 9/2, 850gc, 7.25NW
Age 53
Bonuses
-
+25% gains
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Trains elites with credits
Penalty
-
-10% building efficiency
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-50% thievery and magic damage (on offensive operations)
Other Information
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Offensive Specialist: Goblins (5/0)
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Defensive Specialist: Trolls (0/5)
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Elite Unit: Ogre (9/2, $800, 6.75 nw)
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Spellbook: Fanaticism, Aggression, Bloodlust
Undead
Age 54
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-50% Offensive losses on attacks you make
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Successful land attacks convert specialists to elites
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Spreads and is immune to The Plague
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No food needed
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25% science effectiveness
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Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
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Elite: 9/3, 1000gc, 7.5NW
Age 53
Bonuses
-
-50% Offensive losses on attacks you make
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Successful land attacks convert specialists to elites
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Spreads and is immune to The Plague
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No Food required
Penalty
-
-20% science effectiveness
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Access to basic thievery operations only (neutral relations ops)
Other Information
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Offensive Specialist: Skeletons (5/0)
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Defensive Specialist: Zombies (0/5)
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Elite Unit: Ghoul (9/3, $1000, 7.0 nw)
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Spellbook: War Spoils, Nightmares, Chastity
Personality Changes
The Merchant
Age 54
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+30% Income
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-50% Money Losses on Plunder Attacks
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Immunity to all Income Penalties (Riots, Plagues, etc.)
Age 53
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+40% Income
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-50% Money Losses on Plunder Attacks
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Immunity to all Income Penalties (Riots, Plagues, etc.)
The Sage
Age 54
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+25% Science effectiveness
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-66% Losses on Learn Attacks
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Immune to The Plague
Age 53
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+20% Science effectiveness
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-20% Book Costs
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-20% Research Time
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-75% Losses on Learn Attacks
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Every 4 Acres of land produces 1 Science Book per Hour
The Rogue
Age 54
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+1 Stealth recovery per tick
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Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
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Thieves Dens are twice as effective (subject to DBE)
Age 53
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+1 Stealth recovery per tick
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Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
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Thieves Dens are twice as effective (subject to DBE)
The Mystic
Age 54
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Access to Meteor Showers
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All Guilds and Towers are twice as effective
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+50% Spell Duration (For Duration Spells Only)
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+1 mana per tick in War
Age 53
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Meteor Showers spell
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All Guilds and Towers are twice as effective
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+30% Spell Duration (For Duration Spells Only)
The Warrior
Age 54
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+1 General
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+15% OME in war
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Enhanced Conquest range
Age 53
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+15% Enemy Casualties (on attack or defense)
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-15% Your Military Casualties (on attack or defense)
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10% more OME in war
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+50% bonuses from honor
The Tactician
Age 54
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Gain 50% more Specialist and Building Credits
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-15% Attack Time
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Accurate Espionage (in war)
Age 53
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Gain 30% more Specialist and Building Credits
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-15% Attack Time
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-30% Military Training Time
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-50% Land Losses when Ambushed
The Cleric
Age 54
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50% Your Military Casualties (on attack or defense)
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Animate Dead spell always active (reawakens all troops lost on defense/offense as soldiers)
Age 53
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-50% Your Military Casualties (on attack or defense)
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1 extra General
The War Hero
Age 54
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+50% more bonuses from honor
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-50% draft cost
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-50% train time
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-50% Land Losses on Ambush Attacks
Age 53
- I did not exist in Age 53
Mechanic Changes
If you have a reservation with a kingdom it will not be possible to create a random province in another kingdom.
Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.
Plunder, Learn, Massacre and Raze are now worth 2 points on the meter
The war declaration range for kingdoms will be changed to 25% smaller or 33% larger
War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.
A war ending will grant, for both kds:
All land currently out with armies at war end returns home immediately.
Instant population growth of 20% of your max pop if you are under 50% of your max pop
- +500% Birthrate
30% reduction in training costs of all troops.
Draft cost reduced 50%
Winning a war will grant the following:
- +10% honor taken from the opponents honor pool
100 books of science per acre based on your median province
3 times your median provinces acres in spec credits
Free building credits to the total of your current unbuilt acres