Age 71 — The Metamorphosis
- WoL Age 71 Start: 11 Mar 2017
- WoL Age 71 End: 20 May 2017
- Duration: 10 weeks
Mechanics Changes
- Science
- Scientist Recruit rank from 6 hours to 3 hours
- Scientist Spawn rate lowered slightly
- Food Science will now be Food and Rune Production
- Food and Rune Production Science maximum will be 120% from 200%
- Magic Science will no longer increase Wizard Production
- The science effects produced by scientists will have a diminishing return (instead of the current linear system in place)
- Revelation will increase scientist spawn rate by 35%, down from 100%
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Revelation duration will be lowered
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Other bits and pieces
- Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the attacker & +10% Military Losses for the defender
- Anonymity will no longer destroy honor during war
- The Attack Gains formula will include a land factor such that attacks that may have previously yielded little to no gains will now yield gains, example: a 1000 acre province with 75,000 NW being attacked by a 1000 acre province with 250,000 NW would normally yield a 0 acre gain. This attack would now produce an acre gain.
- The Attack Gains formula may also receive tweaks to adjust the scaling of how relative net worth affects gains in such a way that further discourages bottom-feeding and promotes protecting your own land.
- The War Win bonus choice of 'Land' or 'Honor' will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.
Races
Avian
- Bonuses: -30% Attack travel time; Cannot be ambushed; +40% Birth Rate; Train Elites with Credits
- Spell Book: Fanaticism, Greater Protection, Blood Lust
- Penalties: -10% Battle Gains; Cannot Use War Horses
- Elite Unit: 11/4, 775gc, 10.5NW
Dwarf
- Bonuses: +25% Building Efficiency; Free Building Construction and Can Use Credits to Raze Buildings; -50% Building Construction Time; +1 Offensive specialist strength; +1 Defensive specialist strength
- Spell Book: Mystic Aura
- Penalties: Can't use Accelerated Construction; +100% Food consumption
- Elite Unit: 8/8, 900gc, 10NW
Elf
- Bonuses: +2 Defensive Specialist strength; +35% Spell Success (WPA); +25% Combat Instant Spell Damage; +50% Rune Generation; -35% Military Casualties (on both offense and defence)
- Spell Book: Fool's Gold, Pitfalls, Invisibility
- Penalties: +50% Military Wages
- Elite Unit: 8/7, 900gc, 9.5NW
Faery
- Bonuses: +40% Combat Instant Spell Damage; +40% Sabotage Operation Damage; +1 mana per tick in war
- Spell Book: Aggression, Fanaticism, Fools Gold, Greater Protection, Invisibility, Mage's Fury, Mystic Aura, Pitfalls, Quick Feet, Reflect Magic, Town Watch, Tree of Gold, Bloodlust
- Penalties: -10% Income; -5% Max Population
- Elite Unit: 5/10, 1050gc, 11NW
Halfling
- Bonuses: +15% Max Population; +50% Thievery Operation Success (TPA); -50% Thief cost; +1 Stealth per tick; +2 Offensive Specialist Strength
- Spell Book: Mage's Fury, Aggression
- Penalties: -5% Building Efficiency; -10% Birth Rate
- Elite Unit: 6/8, 700gc, 10NW
Human
- Bonuses: +30% income; Immune to Income Penalties
- Spell Book: Greater Protection, Quick Feet
- Penalties: -10% Spell Success (WPA); +50% Rune Cost
- Elite Unit: 10/4, 1000gc, 9.5NW
Orc
- Bonuses: +25% Battle Gains; Free draft; +20% Enemy casualties when attacking
- Spell Book: Reflect Magic, Blood Lust
- Penalties: +15% Battle Losses; +10% Own casualties when attacking; +10% Own casualties when defending; -10% Thievery Operation Success (TPA)
- Elite Unit: 13/2, 1000gc, 11.5NW
Undead
- Bonuses: +570% Plague Contagiousness; -100% Food Consumption; -50% Own casualties when attacking; -50% Troop deaths (converted to soldiers); Convert Specialists into Elites; Always Carries and is Immune to the Plague; +3 Offensive Specialist strength
- Spell Book: Town Watch
- Penalties: No Elite Training; -35% Science Effectiveness
- Operation Access: Basic Thievery (Intel Operations Only)
- Elite Unit: 15/1, 11.5NW
Personalities
Heretic
- Bonuses: +20% Magic Science Effectiveness; +20% Spell Success (WPA); +35% Runes Refunded on Spell Success; +20% Thievery Science Effectiveness; No wizards killed from failed spells; No thieves lost on failed ops
- Spell Book: Nightmare, Blizzard, Revelation
- Starting Bonuses: +100 Wizards and +200 thieves
Sage
- Bonuses: Protect 30% of scientists on abduct attack; Scientists are 25% more effective; Increase base Scientist spawn rate by 25%
- Spell Book: Amnesia
- Starting Bonuses: 25% extra scientists
Rogue
- Bonuses: +1 Stealth recovery per tick; Thieves Dens are 50% more effective; +75% Thievery Science Effectiveness
- Operation Access: All thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
- Spell Book: Gluttony, Revelation
- Starting Bonuses: +400 thieves
Mystic
- Bonuses: All Guilds are 100% more effective; +75% Magic Science Effectiveness
- Spell Book: Meteor Showers, Chastity, Revelation
- Starting Bonuses: +600 Wizards
Warrior
- Bonuses: +10% Offensive Military Efficiency; +1 General
- Special Access: Enhanced Conquest range
- Starting Bonuses: +800 soldiers and +800 specialist credits
Tactician
- Bonuses: -20% Attack Time
- Special Access: Accurate Espionage
- Spell Book: Clear Sight
- Starting Bonuses: +800 soldiers and +800 specialist credits
Cleric
- Bonuses: -35% Your Military Casualties (on attack or defense); Immune to The Plague
- Spell Book: Animate Dead, Greater Protection
- Starting Bonuses: +800 soldiers and +800 specialist credits
War Hero
- Bonuses: +120% Honor Effects; Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%); Immune to Dragon and Income penalty effects; +5% Battle Gains; Increase honor gains by generating honor in all land attacks (in or out of war)
- Spell Book: War Spoils, Pitfalls, Fanaticism
- Starting Bonuses: 800 elites
Stances
- Normal: No effects
- Aggressive
- +10% Combat Gains
- -15% Attack Time
- +30% Military Wages
- +10% Military losses
- Fortified
- -50% gains hitting in and on magic/thievery ops in (slides in over 24 hours)
- -40% Military training time and cost
- +40% draft speed
- -50% Construction time and cost
- +200% Birth Rate
- 72-hour maximum duration with 96-hour cooldown
- -50% gains hitting out and on magic/thievery ops out
- +500% Explore costs
- No Paradise spell
- No scientist progression or new scientists
Relations
- Ceasefire
- Prohibits attacks, spells, and thievery operations
- Annuls the Hostile Meter
- End Of War Ceasefire lasts 12-72 Utopian days
- +500% birth rate
- -30% troop training costs
- -50% draft cost
- Combined with War relations
- War and Ceasefire relations can be cancelled separately
- All land currently out returns home immediately at war end
- Instant population growth of 20% of max population if below 50%
- Normal: No effects
- Unfriendly: Unlocks Unfriendly/Hostile/War spells and thievery operations against the other kingdom
- Hostile: +10% Combat Gains, increases Conquest networth range, offensive spells cost 2% mana, offensive ops cost 2% stealth
- War
- Immediate effects
- Annuls the Hostile Meter with everyone
- -10% Attack Time
- Enhanced Massacre destroys buildings
- +10% Combat Gains
- Offensive spells cost 2% mana
- Offensive ops cost 2% stealth
- Penalties
- +500% Exploration Costs
- No Paradise spell
- Science limited to Active
- After 12 hours
- -25% Attack Time
- After 24 hours
- -25% Military Losses
- -25% Military Training Time
- No distance penalties for attacks
- -75% gains/effectiveness for operations to and from other kingdoms
- Immediate effects
Dragons
- Emerald: +20% Military losses in combat and -15% Attack gains
- Sapphire: -25% Thievery & Magic Effectiveness
- Gold: -25% Building Efficiency
- Ruby: -10% Military Efficiency
- All dragons result in 10% lower income and the loss of 20% of new draftees.