Age 58 — Art of War
- Forum Source: Age 58 final changes
Here are the final changes for Age 58. As mentioned in the proposed changes thread we are focusing on usability features such as intel storage and target finding as well as preparing infrastructure for future features. As well as some race/personality changes we will be revising further the exploring structure of the game and reworking the war win chart calculation. Thank you to everyone who provided feedback, you can provide more comments here.
Schedule
End of Age 57: Tuesday 4th June, 12.00 GMT
Start of Age 58 Freeze: Tuesday 4th June, 18.00 GMT
Start of Age 58 Protection: Friday 7th June, 18.00 GMT
End of Age 58 Protection: Monday 10th June, 18.00 GMT
Race Changes
See previous info by clicking "show text".
Avian
Age 58
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-30% attack time
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+25% Sabotage damage
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-25% birth rate
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No Access to Stables
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Town Watch, Vermin, Mystic Aura
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Elite: 6/3, 650gc, 5.25NW
Age 57
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-25% attack time
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+20% Sabotage damage
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-20% birth rate
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No Access to Stables
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Town Watch, Vermin, Mystic Aura
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Elite: 6/3, 650gc, 5.25NW
Dwarf
Age 58
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+25% Building Efficiency
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Free Building Construction
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Can use credits to raze buildings
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+20% Spell Damage (Instant Spells)
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+50% Food Consumption
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Can't use Accelerated Construction
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Fanaticism, Fools Gold, Quick Feet
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Elite: 6/2, 600gc, 5NW
Age 57
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+20% Building Efficiency
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Free Building Construction
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Can use credits to raze buildings
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+20% Spell Damage (Instant Spells)
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+75% Food Consumption
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Can't use Accelerated Construction
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Fanaticism, Fools Gold, Quick Feet
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Elite: 6/2, 750gc, 5NW
Elf
Age 58
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+1 Mana Recovery in war
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+50% WPA
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+1 defence specialist strength
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Pitfalls, Mages Fury, Amnesia, Nightmare
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Elite: 5/3, 650gc, 4.75NW
Age 57
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+1 Mana Recovery in War
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+30% WPA
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+1 defence specialist strength
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Pitfalls, Mages Fury, Amnesia, Nightmare
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Elite: 5/3, 650gc, 4.75NW
Faery
Age 58
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+20% Spell Damage (Instant Spells)
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+20% Sabotage damage
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+10% TPA
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+10% WPA
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-3 generals
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-50% effects from honor
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Access to All Racial Spells
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Elite: 3/6, 1000gc, 6NW
Age 57
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+40% Spell Damage (Instant Spells)
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+30% Sabotage damage
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-3 generals
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-50% effects from honor
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Access to All Racial Spells
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Elite: 3/6, 800gc, 6NW
Halfling
Age 58
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+50% TPA
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+1 stealth
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-50% thief cost
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-15% Attack Gains
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Invisibility, Town Watch, Aggression, Animate Dead
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Soldiers: 2/2; Elite: 5/5, 500gc, 5.5NW
Age 57
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+40% TPA
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+1 stealth
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-50% thief cost
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-15% Attack Gains
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Invisibility, Town Watch, Aggression, Animate Dead
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Soldiers: 2/2; Elite: 5/5, 500gc, 5.5NW
Human
Age 58
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+8% Population
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+30% Sabotage damage
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+30% Spell Damage (Instant Spells)
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+1 Offense specialist strength
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Tree of Gold, Fountain of Knowledge, War Spoils
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Elite: 4/4, 800gc, 4NW
Age 57
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+10% Population
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+20% Sabotage damage
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+30% Spell Damage (Instant Spells)
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+1 Offense specialist strength
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Tree of Gold, Fountain of Knowledge, War Spoils
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Elite: 4/4, 700gc, 4NW
Orc
Age 58
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+30% Gains
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Earns Elite Credits
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-50% Combat Instant Spell Damage and Duration
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-50% Sabotage Damage
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Bloodlust, Fanaticism, Reflect Magic
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Elite: 7/1, 800gc, 5.75NW
Age 57
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+25% Gains
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Earns Elite Credits
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-50% Combat Instant Spell Damage and Duration
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-50% Sabotage Damage
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Bloodlust, Fanaticism, Reflect Magic
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Elite: 7/1, 800gc, 5.75NW
Undead
Age 58
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-50% Offensive losses on attacks you make
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Converts some Specialists into Elites on successful land attacks
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Spreads and is Immune to The Plague
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No Food Required
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Basic Thievery (Intel operations only)
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-20% Science Effectiveness
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Greater Protection, Town Watch, Chastity, Clearsight
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Elite: 7/2, 1000gc, 6NW
Age 57
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-50% Offensive losses on attacks you make
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Converts some Specialists into Elites on successful land attacks
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Spreads and is Immune to The Plague
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No Food Required
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Basic Thievery (Intel operations only)
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-30% Science Effectiveness
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Greater Protection, Town Watch, Chastity, Clearsight
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Elite: 7/2, 1000gc, 6NW
Personality Changes
The Merchant
Age 58
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+20% Income
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-50% Money Losses on Plunder Attacks
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Gain 40% more Specialist and Building Credits
Age 57
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+20% Income
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-50% Money Losses on Plunder Attacks
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Gain 20% more Specialist and Building Credits
The Sage
Age 58
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+25% Science effectiveness
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-20% cost of science
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-50% Losses on Learn Attacks
Age 57
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+25% Science effectiveness
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-25% cost of science
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-50% Losses on Learn Attacks
The Rogue
Age 58
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No change
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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 58
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No change
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Access to Meteor Showers
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All Guilds and Towers are twice as effective
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+30% Spell Duration (For Duration Spells Only)
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+1 mana per tick in War
The Warrior
Age 58
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+15% OME in war
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Reawaken 30% Casualties
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Enhanced Conquest range
Age 57
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+20% OME in war
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Reawaken 50% Casualties
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Enhanced Conquest range
The Tactician
Age 58
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No change
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-15% Attack Time
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Immune to Ambush
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Accurate Espionage (in war)
The Cleric
Age 58
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-30% Your Military Casualties (on attack or defense)
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+1 General
Age 57
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-50% Your Military Casualties (on attack or defense)
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+1 General
The War Hero
Age 58
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No change
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+50% more bonuses from honor
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-50% train time
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Immune to Dragon effects
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Immune to The Plague
Mechanic Changes
Exploring
Pool growth will be changed from 100 a tick to 50. Decay will be reduced to .25% per tick. In addition to the pool not decaying in war it will not decay if it is less than 10,000 acres.
The explore formula curve will be modified so as to push out the curve. We will continue to utilise relative size to modify costs.
The War Win chart formula will be updated to utilise your opponents war wins, as well as relative networth. <-- due to an issue this change has been rolled back and delayed until a future date (i.e next age).
Usability Features
Intel Store
We will add a Intel repository for players to store basic information on a province, such as defense and active ops on them with duration remaining. Intel will disappear after 24 hours unless its updated. You can see this information in a tab on the kingdom page of your enemy.
Province Target Finder
We will incorporate a province filter. Players can select all or particular races to view and the game will automatically display the 10 closest provinces both larger and smaller than your province. The data is collected from the games charts, which will now update every 2 hours. You can see this information in a tab on your war room.
The target finder will not be online until all islands are visible.