Age 60 — A Battle Joined
- Forum Source: Age 60 Changes
Below please find the changes for Age 60. Thanks to everyone that provided feedback, based on this we have made some tweaks to certain races and personalities.
This age we focused on changing the flow of the game start by reducing the duration of protection and modifying provinces starting resources. There are also some changes to exploring as well as the usual balancing race and personality changes.
Schedule
End of Age 59: Friday 13th December at 12:00 GMT
Start of Age 60 Freeze: Friday 13th December at 18:00 GMT
Start of Age 60 Protection: Monday 16th December at 18:00 GMT
End of Age 60 Protection: Tuesday 17th December at 18:00 GMT
Race Changes
Avian
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-30% Attack Time
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+15% Birth Rate
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No Access to Stables
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Fanaticism, Greater Protection
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Elite: 6/2, 550gc, 5NW
Dwarf
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+30% Building Efficiency
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Free Building Construction
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Can use credits to raze buildings
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Can't use Accelerated Construction
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-5% gains on attacks
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Fools Gold, Quick Feet, Mystic Aura
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Elite: 6/1, 500gc, 4.75NW
Elf
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+30% wpa
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-50% defensive losses
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+1 defensive specialist strength
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Nightmares, Amnesia, Pitfalls, Mages Fury
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Elite: 5/3, 600gc, 5.25NW
Faery
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+30% Spell damage (instant spells)
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+30% Sabotage damage
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All racial spells
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Elite: 3/5, 700gc, 5.25NW
Halfling
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+10% population
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+50% TPA
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-50% thief cost
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+1 offensive specialist strength
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-20% Birth Rate
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Invisibility, Town Watch, Aggression, Animate Dead
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Elite: 4/4, 400gc, 4NW
Human
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+20% Science Effectiveness
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-5% population
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Tree of Gold, Fountain of Knowledge
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Elite: 6/4, 1000gc 5.5NW
Orc
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+30% Attack Gains
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Free draft
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+20% Enemy casualties when attacking
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-20% science effectiveness
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Reflect Magic
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Elite: 7/1, 750gc, 5.75NW
Undead
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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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Town Watch
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Elite: 7/2, 800gc, 6NW
Personality Changes
The Merchant
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+30% Income
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Gain 50% more Specialist and Building Credits
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Starts with +1600 specialist credits
The Sage
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Every 3 acres generates 1 book
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-50% cost of science
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Starts with 40000 science books
The Rogue
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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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Access to Vermin
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Starts with +400 thieves
The Mystic
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All Guilds are twice as effective
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+1 mana per tick in War
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Access to Meteor Showers, Chastity, Nightmares
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Starts with +200 Wizards
The Warrior
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+1 General
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+15% OME in war
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Enhanced Conquest range
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Access to Bloodlust
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Starts with +800 soldiers and +800 specialist credits
The Tactician
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-20% Attack Time
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Accurate Espionage
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Access to Clear Sight
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Starts with +800 soldiers and +800 specialist credits
The Cleric
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-35% Your Military Casualties (on attack or defense)
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Access to Pitfalls
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Starts with +800 soldiers and +800 specialist credits
The War Hero
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-50% train time
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Immune to Dragon effects
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Immune to The Plague
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Access to War Spoils
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Starts with 200 elites
Mechanic Changes
Protection will be changed to last for 24 hours and provinces starting resources will be modified to take this into account. Provinces will begin with 400 acres of which 200 will be built (10% farms, 25% banks, 10% guilds and 5% towers) 200 building credits and an army that is 50% drafted with credits to train the soldiers. The personality resources below are additional to this.
Provinces over the median will not be able to explore more than 50% of their acres at a time.
Personalities will grant bonus resources. For example: Mystics will get +200 wizards, Sages start with +40000 books of science, War Hero has +200 elites. (edit: added all starting resources above)
Draft will unlock after 3 days rather than 7