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Age 69 — The Age of Scholars and Scoundrels

Here are the changes for Age 69. Thank you to everyone that gave constructive feedback.

Science Explanation for Players

Books of science and learning have been removed. Provinces can no longer invest in science to create books or allocate books to different sciences. Books no longer contribute to networth and are no longer part of End of War bonuses.

Instead, each province starts with about 18 scientists assigned to random science categories, with reassignment available at will. Provinces have a chance to gain new scientists each game day, and an average province should end an age with roughly 80 to 120 scientists depending on modifiers. Scientists do not take population space.

Each scientist contributes to the science category they are assigned to. Impact depends mainly on level, with professors contributing double the effect of novices. Total effect is capped by science category, and roughly 120 professors are needed to cap every science type.

Scientists gain experience by remaining in the same category and drop back to novice when reassigned. It takes 72 game days to reach graduate and 168 game days to reach professor. Scientist experience also contributes to networth.

Learn attacks are replaced by Abduct attacks, which steal random scientists from the target while preserving their experience, science assignment, and name.

Amnesia now removes game days of scientist experience, delaying progress or demoting scientists to earlier levels.

Fountain of Knowledge has been replaced by Revelation, which increases the chance of a new scientist emerging by 30% while active.

Spy on Science now reports the total number of scientists assigned to each science type and their total effect, but not the exact number of professors or lower ranks.

Libraries and Schools have been removed. Laboratories now improve scientist generation, while Universities protect scientists from Abduction attacks and Amnesia.

The Sage personality is adapted to the new system. Sages now have scientists that are 30% smarter, lose 50% fewer scientists on Abduct attacks, and start with 10% extra scientists.

Fortified no longer caps book research. Instead, all scientific progress stops while fortified: no new scientists emerge and existing scientists do not gain experience.

Schedule

  • Age 68 End: Friday August 5th at 6PM GMT
  • Age 69 Freeze Start: Saturday 6th August at 6PM GMT
  • Age 69 Protection Start: Tuesday 9th August at 6PM GMT
  • Age 69 Protection End: Wednesday 10th August at 6PM GMT

Races

Avian

  • Bonuses: -35% Attack Travel Time; Cannot be Ambushed; +40% Birth Rates
  • Spell Book: Fanaticism, Greater Protection
  • Elite Unit: 9/3, 650gc, 8.75 NW

Dwarf

  • Bonuses: Free Building Construction; Can Use Credits to Raze Buildings; -50% Building Construction Time; -50% Food Consumption; +1 Offensive Specialist Strength; +1 Defensive Specialist Strength
  • Spell Book: Mystic Aura, Clear Sight
  • Penalties: Can't use Accelerated Construction
  • Elite Unit: 8/6, 700gc, 8 NW

Elf

  • Bonuses: +2 Defensive Specialist Strength; +40% Spell Success; +50% land effect from Towers
  • Spell Book: Pitfalls, Invisibility, Fools Gold
  • Elite Unit: 7/6, 750gc, 8.5 NW

Faery

  • Bonuses: +20% Combat Instant Spell Damage; +20% Sabotage Operation Damage; +1 Mana per Tick in War; +1 Stealth per Tick
  • Spell Book: All racial spells and Tree of Gold
  • Elite Unit: 6/8, 1000gc, 10 NW

Halfling

  • Bonuses: +30% Thievery Operation Success (TPA); -50% Thief Cost; Double effect from Thieves Dens
  • Spell Book: Aggression, Mages Fury
  • Elite Unit: 8/4, 700gc, 8 NW

Human

  • Bonuses: +30% Income; Immune to Income Penalties
  • Spell Book: Revelation, Quick Feet
  • Penalties: -50% Defensive Losses; -15% Spell Success
  • Elite Unit: 9/4, 750gc, 9 NW

Orc

  • Bonuses: +20% Battle Gains; Free Draft; +25% Enemy Casualties when Attacking
  • Spell Book: Reflect Magic
  • Penalties: -10% Science Effectiveness
  • Elite Unit: 12/2, 900gc, 10.5 NW

Undead

  • Bonuses: -75% Offensive Losses on attacks you make; Spreads and is Immune to the Plague; No Food Required
  • Spell Book: Town Watch, Animate Dead
  • Operation Access: Basic Thievery (intel operations only)
  • Elite Unit: 11/3, 1150gc, 10 NW

Personalities

The Cleric

  • Bonuses: -35% Your Military Casualties (on attack or defense); Immune to the Plague
  • Spell Book: Pitfalls
  • Starting Bonuses: +800 Soldiers and +800 Specialist Credits

The Heretic

  • Bonuses: Wizards do not die on failed spells; Thieves do not die on failed operations; Successful spell casts get 40% of rune cost refunded; +25% Spell Success; +25% Magic and Thievery Science Effectiveness
  • Spell Book: Nightmares, Blizzard
  • Starting Bonuses: +100 Wizards and +200 Thieves

The Mystic

  • Bonuses: All Guilds are twice as effective; +50% Magic Science Effectiveness
  • Spell Book: Meteor Showers, Chastity
  • Starting Bonuses: +200 Wizards

The Rogue

  • Bonuses: +1 Stealth Recovery per Tick; +75% Thievery Science Effectiveness
  • Operation Access: All thievery operations, including Greater Arson, Assassinate Wizards, and Propaganda
  • Spell Book: Gluttony
  • Special Access: Double effect from Thieves Dens
  • Starting Bonuses: +400 Thieves

The Sage

  • Bonuses: Protect 50% of scientists on Abduct attack; Scientists are 30% more effective
  • Spell Book: Amnesia
  • Starting Bonuses: 10% extra scientists

The Tactician

  • Bonuses: -15% Attack Time
  • Special Access: Accurate Espionage
  • Spell Book: Clear Sight
  • Starting Bonuses: +800 Soldiers and +800 Specialist Credits

The Warrior

  • Bonuses: +10% Offensive Military Efficiency; +1 General
  • Special Access: Enhanced Conquest range
  • Spell Book: Bloodlust
  • Starting Bonuses: +800 Soldiers and +800 Specialist Credits

The War Hero

  • Bonuses: +100% Honor Effects; Converts some Specialists into Elites on successful land attacks; Immune to Dragon and Income penalty effects
  • Spell Book: War Spoils
  • Starting Bonuses: 400 Elites

Mechanics Changes

Dragons

  • Ruby: slightly more expensive and much more health
  • Sapphire: much cheaper with significantly reduced health
  • Gold: cost unchanged with slightly reduced health
  • Emerald: much more expensive with significantly increased health

Networth

  • Building networth shifted more onto the acre itself rather than the building
  • Soldier networth reduced

New Spell

  • Blizzard: reduces Building Efficiency by 10%, does not stack, medium cost and difficulty, short duration

Other Changes

  • War attack time reduction buffed from -20% to -25%
  • Forums and wiki migrated to a better server
  • Fortified stance capped at 72 hours maximum with a 96-hour cooldown
  • Various bug fixes