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Age 79 — Vanguards Acquiescence

  • WoL Age 79 Start: Nov 2018

Mechanics Changes

Attacks & Relations

  • KD vs KD Throttle
  • The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed
  • Attack Time
  • Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)
  • Hostile Meter & War
  • The Hostile Meter will now be affected by Thief and Sorcery Operations
  • Unfriendly Thief/Sorcery Operations will require authorization by the Kingdom Monarch or Steward before those operations will become available
  • Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with 100% offense sent would move the meter equivalent to 50% of a successful Traditional March)
  • If both Kingdoms are Hostile, either Kingdom may declare War
  • If a Kingdom has authorized Unfriendly T/M operations, the option to CF after 3 ticks of no attacks will no longer be available UNTIL relations decay to Normal
  • A defending Kingdom can enter into Cease-Fire with the aggressor Kingdom if there have been no attacks by defender for at least 3 ticks AND defender relations are not Hostile (i.e. not Unfriendly or Hostile)
  • War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)
  • MAP change in war will be adjusted to roughly be in the middle of where it was in Age 77 and Age 78
  • If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 12 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)
  • The aggressor Kingdom can enter into Cease-Fire with defending Kingdom if there has been no attacks made by aggressor for at least 1224 ticks.
  • Cease-Fires as described above will be unbreakable for 72 hours
  • I've seen some confusion about the 72 hour CF mentioned here and regular EoWCF, in range wars will still have 96 hours of EoWCF
  • Thief/Sorcery operations that increase the meter will be shown in the Kingdom News
  • There will remain a requirement of at least 3 provices within a Kingdom to perform operations on the aggressor Kingdom for War to be declared. However, authorization of Unfriendly Operations will negate this requirement
  • To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter
  • Learn Attack
  • Base amount of stolen allocated books will be reduced
  • Troop losses on Learn defense will be reduced by 50%
  • End of War Cease-Fire
  • Birth Rate will be increased by current effects only for the first 2436 hours
  • Troop/Thief cost reduction will be removed
  • All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire
  • Land & Honor rewards to the winner will be reduced
  • A small amount of science will be awarded to the winner

Spells

  • Amnesia
  • The minimum effectiveness reduction from this spell will be increased

Science

  • Scientists will generate faster
  • Science effects will be adjusted
  • Book generation rate will be reduced
  • Artisan will include a reduced construction cost
  • Inactive provinces will not produce books

Miscellaneous

  • Overpopulation
  • Desertions due to overpopulation WILL remove soldiers first, up to a maximum of 50% of the total desertions
  • Desertions due to overpopulation per tick will increase
  • Building Raze page will have the Use Credits checkbox NOT checked by default

Bug Fixes

  • Learn allocation of unallocated books to proper categories

Races

Avian

Bonuses:

  • -20% Attack travel time
  • +30% Birth Rate
  • +30% Specialist Credits from Attacks

Penalties:

  • Cannot Use War Horses or Stables
  • -5% Battle Gains

Spell Book:

  • Fanaticism
  • Greater Protection

Units:

  • Elite: 8/1, 900gc, 9 NW

Dwarf

Bonuses:

  • +20% 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:

  • +25% Wizardry Effectiveness (WPA)
  • +30% Tower Effectiveness
  • +1 Defensive Specialist Strength

Penalties:

  • +30% Wages

Spell Book:

  • Inspire Army

Units:

  • Elite: 8/2, 950gc, 9.5 NW

Faery

Bonuses:

  • +30% Self Spell Duration (will not affect spells on others)
  • +20% Sabotage Operation Damage
  • +15% Instant Spell 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:

  • +25% Thievery Effectiveness (TPA)
  • +5% 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
  • +20% Building and Specialist Credits from Attacks

Penalties:

  • +20% Spell Rune Cost

Spell Book:

  • Greater Protection
  • Inspire Army
  • Quick Feet

Units:

  • Elite: 8/3, 1000gc, 9.5 NW

Orc

Bonuses:

  • +20% Battle Gains
  • -75% Draft Costs
  • +15% Enemy casualties when attacking

Penalties:

  • +10% Military Casualties
  • -20% Science Effectiveness

Spell Book:

  • Reflect Magic

Units:

  • Elite: 9/1, 925gc, 9.0 NW

Personalities

Heretic

Bonuses:

  • +100% Guilds Effectiveness
  • Wizards do not die on failed spells
  • -66% Thieves lost on failed ops
  • +35% Channeling and Crime Science Effectiveness
  • +25% Cunning Science Effectiveness

Spell Book:

  • Blizzard
  • Chastity
  • Fool's Gold
  • Nightmare

Starting Bonuses:

  • Starts with +400 wizards and +400 thieves

Mystic

Bonuses:

  • +150% Guilds Effectiveness
  • +75% Channeling Science Effectiveness
  • +1 Mana per tick

Spell Book:

  • Chastity
  • Mage's Fury
  • Meteor Showers
  • Paradise
  • Revelation

Starting Bonuses:

  • Starts with +800 wizards

Paladin

Bonuses:

  • Can cast support spells on Kingdom mates
  • +50% Guilds Effectiveness
  • +30% Dragon-slaying Unit Strength
  • +25% Valor Science Effectiveness

Spell Book:

  • All Paladin-Only Spells

Starting Bonuses:

  • Starts with +400 soldiers, +400 specialist credits and +400 wizards

Rogue

Bonuses:

  • +50% Guilds Effectiveness
  • +50% 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
  • Revelation

Starting Bonuses:

  • Starts with +800 thieves

Tactician

Bonuses:

  • -15% Attack Time
  • +20% Siege Science Effectiveness
  • 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
  • -35% Military Casualties in Combat

Spell Book:

  • Animate Dead
  • Greater Protection

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

War Hero

Bonuses:

  • +1 Offense Specialist Strength
  • +100% Honor Bonuses
  • +25% Heroism Science Effectiveness
  • Immune to Dragons
  • 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
  • +10% Strategy Science Effectiveness
  • 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/Op 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.