Age 78 — The Age of Insight
- WoL Age 78 Start: 8 Oct 2018
- WoL Age 78 End: 17 Nov 2018
- Duration: 5 weeks
Mechanics Changes
Attacks & Relations
- Auto Cease-Fire
- The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed
- Kingdom vs Kingdom Gains Reduction
- The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms
- Learn Attack
- While out of war, a Learn attack will be available, it will steal a portion of the target's unallocated books (base ~30%) and a portion of allocated books (base ~5%)
- A portion of the stolen allocated books will be destroyed
- A portion of the stolen allocated books will become unallocated for the source to re-allocate
- Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target
- All other stolen books will remain in the same science Type (see definition below)
- IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire
- War
- The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war
- MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are
- End of War Cease-Fire
- Population growth will be increase from +500% to +1000%
- There will be a minimum peasant growth per tick of 500
Buildings
- Universities
- Will grant protection against Amnesia and Learn
Science
- Definition 'Category': A group of science types
- Definition 'Type': A specific kind of science that provides a bonus, i.e. Population Science
- Science effects will NOT be based on land size
- Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)
- Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)
- Scientists will create books per tick
- Scientists get assigned to a Category (random or chosen)
- Scientists can progress in experience level which will increase book per tick generation
- Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category
- Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don't generate any books, they will generate books upon the first tick in whichever category they are in)
- Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation
- Books can be allocated to any science Type within the Category they have been produced
- Science effects will be diminishing returns starting from 0
- SoS will show unallocated books and total science effects / books / scientists (and level)
- Scientists will not have a networth value
- Books will have a networth value TBD (allocated and unallocated will be the same value)
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Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle
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Science types are split into three categories:
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Economy:
- Housing: Population bonus
- Tools: Building Efficiency bonus
- Production: Rune & Food production bonus
- Alchemy: Income bonus
- Bookkeeping: Wage reduction
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Artisan: Construction time reduction
-
Warfare:
- Siege: Attack gains bonus
- Tactics: Offensive Military Efficiency
- Valor: Military train time reduction & Dragon slaying bonus
- Heroism: Draft speed increase & draft cost reduction
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Strategy: Defensive Military Efficiency
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Arcane Arts:
- Crime: Thievery Effectiveness bonus (TPA)
- Sorcery: Wizard Effectiveness bonus (WPA)
- Shielding: Reduction of Enemy Thievery and Magic instant operation damage
- Invocation: Ritual cost reduction
- Cunning: Increase Damage of your Thievery and Magic instant operations
Spells
- Amnesia
- Will be WAR only
- Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire
Miscellaneous
- Inactive Removal
- The days required for a Monarch to have the option to remove provinces will be reduced from 4 to 3 (48 hours to receive + for inactivity, then 3 days to be capable of manual removal)
Bug Fixes
- The History page in the advisor section will be updated with more unique information for your viewing pleasure
Races
Avian
Bonuses:
- -30% Attack travel time
- +40% Birth Rate
- +35% Specialist Credits from Attacks
Penalties:
- Cannot Use War Horses or Stables
- -5% Battle Gains
Spell Book:
- Fanaticism
- Greater Protection
Units:
- Elite: 8/3, 900gc, 9 NW
Dwarf
Bonuses:
- +25% Building Efficiency
- Free Building Construction
- -50% Building Construction Time
Penalties:
- Can't use Accelerated Construction
- +75% Food consumption
Spell Book:
- Mystic Aura
- Inspire Army
Units:
- Elite: 7/4, 925gc, 9 NW
Elf
Bonuses:
- +35% Wizardry Effectiveness (WPA)
- +30% Tower Effectiveness
- +1 Defensive Specialist Strength
Penalties:
- +30% Wages
Spell Book:
- Inspire Army
Units:
- Elite: 8/3, 950gc, 9.5 NW
Faery
Bonuses:
- +30% Self Spell Duration (will not affect spells on others)
- +20% Sabotage Operation Damage
Penalties:
- -10% Income
Spell Book:
- Animate Dead
- Greater Protection
- Mystic Aura
- Tree of Gold
Units:
- Elite: 3/8, 1100gc, 10.0 NW
Halfling
Bonuses:
- +30% Thievery Effectiveness (TPA)
- +7% Population
- -50% Thief Costs
- +1 Offense/Defense Soldiers
Penalties:
- -5% Building Effectiveness
Spell Book:
- Aggression
- Town Watch
Units:
- Elite: 5/7, 900gc, 9.5 NW
Human
Bonuses:
- +30% Income
- Income Penalty Protection
- +15% Building and Specialist Credits from Attacks
Penalties:
- -10% Wizardry Effectiveness (WPA) and Self Spell Success Chance
Spell Book:
- Greater Protection
- Inspire Army
- Quick Feet
Units:
- Elite: 8/3, 1100gc, 9.5 NW
Orc
Bonuses:
- +20% Battle Gains
- +15% Enemy casualties when attacking
- -75% Draft Costs
Penalties:
- +10% Military Casualties
- -10% Science Effectiveness
Spell Book:
- Reflect Magic
Units:
- Elite: 9/2, 925gc, 9.0 NW
Personalities
Heretic
Bonuses:
- +100% Guilds Effectiveness
- Wizards do not die on failed spells
- -66% Thieves lost on failed ops
- +40% Channeling and Crime Science Effectiveness
- +1 Mana per Tick
Spell Book:
- Blizzard
- Chastity
- Fool's Gold
- Nightmare
Starting Bonuses:
- Starts with +400 wizards and +400 thieves
Mystic
Bonuses:
- +200% Guilds Effectiveness
- +100% Channeling Science Effectiveness
- +20% Instant Spell Damage
Spell Book:
- Chastity
- Mage's Fury
- Meteor Showers
- Paradise
Starting Bonuses:
- Starts with +800 wizards
Paladin
Bonuses:
- Can cast support spells on Kingdom mates
- +50% Guilds Effectiveness
- +30% Dragon-slaying Unit Strength
Spell Book:
- All Paladin-Only Spells
Starting Bonuses:
- Starts with +400 soldiers, +400 specialist credits and +400 wizards
Rogue
Bonuses:
- +50% Guilds Effectiveness
- +75% Thieves' Dens Effectiveness
- +50% Crime Science Effectiveness
- +1 Stealth per Tick
- Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
Spell Book:
- Gluttony
- Invisibility
- Paradise
Starting Bonuses:
- Starts with +800 thieves
Tactician
Bonuses:
- -15% Attack Time
- Accurate Espionage
Spell Book:
- Clear Sight
- Fanaticism
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Undead
Bonuses:
- Spreads and is Immune to The Plague
- -30% Military Casualties in Combat
Spell Book:
- Animate Dead
- Greater Protection
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
War Hero
Bonuses:
- +100% Honor Bonuses
- Immune to Dragons
- +1 Offense Specialist Strength
- Converts Specialists into Elites on successful Traditional Marches
Spell Book:
- Pitfalls
- War Spoils
Starting Bonuses:
- Starts with 800 elites
Warrior
Bonuses:
- +10% Offensive Military Efficiency
- Full Conquest Access (Regardless of Networth range)
Spell Book:
- Bloodlust
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Rituals
- Affluent: +20% Income, +25% Draft Speed
- Barrier: +10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
- Expedient: -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Times, -25% Construction Costs
- Expropriation: -10% Combat Gains, +20% Honor Gains on Attacks
- Godspeed: -10% Attack Time, -15% Offensive Casualties
- Havoc: +30% Offensive WPA/TPA, +10% Spell/Thief Damage
- Onslaught: +10% Offensive Military Efficiency, +15% Offensive Enemy Casualties
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.