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Age 92 — Age of Ancestry

  • Age 91 End: Saturday June 18, 2021 @ 00:00 GMT
  • WoL Age 92 Open: Saturday June 18, 2021 @ 13:00 GMT
  • WoL Age 92 Start: Tuesday June 22, 2021 @ 18:00 GMT
  • Forum Source: Age 92 FINAL Changes

Overview

  • Age 92 replaces traditional personalities with a secondary race or "sub-race" choice
  • Provinces pick a primary Race and a secondary Race
  • All specialist values increase to 7 points
  • Offensive Specialists become 7/0
  • Defensive Specialists become 0/7
  • Elites use a 7/7 base, then are modified by both race picks
  • A 2-minute-tick Genesis test round was announced alongside the final changes

System Introduction

This age the game mixes races and personalities by making the personality choice a second race. You still make two selections during province creation, but both are racial picks.

When choosing a race and sub-race:

  • you gain the bonuses and penalties of both race choices
  • elite values are modified by both selections
  • some extra combination bonuses apply depending on whether the two picks are the same or different

Comparison to the old Personality system

Historically, races provided bonuses, penalties, and a fixed elite, while personalities generally added only a bonus. Age 92 reframes the second pick so that the "personality" slot behaves like a second racial template instead.

New System

At a high level:

  • there are 11 race choices
  • you pick two
  • you gain both picks' bonuses and penalties, with caveats explained below

Example ruler naming from the forum post:

  • Race: Avian; Ruler Name: Count DavidC the Part Elf
  • Race: Avian; Ruler Name: Count DavidC the True Blooded Avian

Combination Rules

  • Hybrid Vigor: anyone who picks two different races gains +50% Birth Rate
  • Pure of Blood: anyone who picks the same race twice gains Town Watch and receives that race's penalties only once

Example Combinations

Avian, the True Blooded Avian

Bonuses:

  • -27.75% Attack Time
  • -75% Build Time & Build Cost
  • -43.75% Training Time

Penalties:

  • No Access to Stables and War Horses

Spell Book:

  • Anonymity
  • Town Watch

Units:

  • Soldier: 1/1, 1.0 NW
  • Offensive Specialist: 7/0, 5.6 NW
  • Defensive Specialist: 0/7, 7.0 NW
  • Elite Unit: 17/5, 1500gc, 12.27 NW
  • Prisoner/Mercenary: 5/0, 1.0 NW / 0 NW
  • War Horse: 3/0, 2.4 NW

Avian, the Part Dwarf

Bonuses:

  • -15% Attack Time
  • -50% Build Time & Build Cost
  • -25% Training Time
  • +15% Building Efficiency
  • +20% Flat Rate Building Production and Capacity (Homes, Banks, Farms, Stables, Towers, Dungeons)
  • -40% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
  • +50% Birth Rate

Penalties:

  • No Access to Stables and War Horses
  • +100% Food Consumption
  • -25% Forts Effectiveness

Spell Book:

  • Anonymity
  • Mist
  • Clear Sight
  • Reflect Magic

Units:

  • Soldier: 1/1, 1.0 NW
  • Offensive Specialist: 7/0, 5.6 NW
  • Defensive Specialist: 0/7, 7.0 NW
  • Elite Unit: 15/6, 1500gc, 14.00 NW
  • Prisoner/Mercenary: 5/0, 1.0 NW / 0 NW
  • War Horse: 3/0, 2.4 NW

Races

Avian

Bonuses:

  • Elite Bonus: +5/-1
  • -15% Attack Time
  • -50% Build Time & Build Cost
  • -25% Training Time

Penalties:

  • No Access to Stables and War Horses

Spell Book:

  • Anonymity

Starting Bonuses:

  • +300 Elites

Dwarf

Bonuses:

  • Elite Bonus: +3/+0
  • +15% Building Efficiency
  • +20% Flat Rate Building Production and Capacity (Homes, Banks, Farms, Stables, Towers, Dungeons)
  • -40% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks

Penalties:

  • +100% Food Consumption
  • -25% Forts Effectiveness

Spell Book:

  • Mist
  • Clear Sight
  • Reflect Magic

Starting Bonuses:

  • +200 Soldiers and Specialist Credits

Dryad

Bonuses:

  • Elite Bonus: +6/0
  • +25% Income
  • All Land Produces Food
  • Can Cast Support Spells on Kingdom Members

Penalties:

  • +20% Attack Time

Spell Book:

  • Blizzard
  • Divine Shield
  • Fanaticism
  • Greater Protection
  • Illuminate Shadows
  • Wrathful Smite

Starting Bonuses:

  • +200 Elites

Orc

Bonuses:

  • Elite Bonus: +4/-1
  • +20% Combat Gains
  • +10% Enemy Military Casualties
  • 35% Ambush Protection

Penalties:

  • -75% Bonuses From Honor

Spell Book:

  • Aggression
  • Bloodlust

Starting Bonuses:

  • +200 Elites

Undead

Bonuses:

  • Elite Bonus: +4/-1
  • No Food Needed
  • -40% Military Losses
  • Access to and immunity to Plague

Penalties:

  • -60% Science Book Production

Spell Book:

  • Fanaticism
  • Animate Dead
  • Ghost Workers

Starting Bonuses:

  • +200 Soldiers and Specialist Credits

Human

Bonuses:

  • Elite Bonus: +3/+1
  • +15% Science Effectiveness
  • -50% Science Book Losses on Learn Attacks
  • Immune to Amnesia

Penalties:

  • -20% Thievery Effectiveness (TPA)
  • -20% Magic Effectiveness (WPA)

Spell Book:

  • Greater Protection
  • Scientific Insights
  • Fountain of Knowledge
  • Revelation

Starting Bonuses:

  • 1 Additional Scientist

Dark Elf

Bonuses:

  • Elite Bonus: +2/+1
  • +25% Instant Spell Damage
  • Successful Spell Casts refund 50% Runes (excluding Ritual)
  • +30% Towers Effectiveness

Penalties:

  • Access to only Basic Thievery Ops

Spell Book:

  • Mage's Fury
  • Mystic Aura
  • Guile
  • Nightmare

Starting Bonuses:

  • 200 additional Wizards

Elf

Bonuses:

  • Elite Bonus: +1/+2
  • +30% Magic Effectiveness (WPA)
  • +1 Mana Recovery per Tick
  • +10% Bonuses From Honor

Penalties:

  • +20% Military Train Cost
  • -15% Combat Gains

Spell Book:

  • Meteor Showers

Starting Bonuses:

  • 200 additional Wizards

Faery

Bonuses:

  • Elite Bonus: +0/+4
  • +25% Arcane Arts Science Effectiveness (Crime, Channeling, Shielding, Cunning, Invocation)
  • +100% Guilds Effectiveness
  • -50% Thieves Lost on Thievery Operations

Penalties:

  • -10% Income
  • -50% Training Ground Effectiveness

Spell Book:

  • Aggression
  • Animate Dead
  • Blizzard
  • Chastity
  • Pitfalls
  • Fool's Gold
  • Fountain of Knowledge
  • Ghost Workers
  • Hero's Inspiration
  • Illuminate Shadows
  • Invisibility
  • Magic Ward
  • Mystic Aura
  • Mage's Fury
  • Revelation
  • Sloth
  • Tree of Gold
  • Vermin
  • Wrathful Smite

Starting Bonuses:

  • 100 additional Wizards
  • 100 additional Thieves

Halfling

Bonuses:

  • Elite Bonus: +1/+2
  • +35% Thievery Effectiveness (TPA)
  • +1 Stealth Recovery per Tick
  • Access to all Thievery

Penalties:

  • -50% Hospital Effectiveness

Spell Book:

  • Invisibility
  • Vermin

Starting Bonuses:

  • 200 additional Thieves

Gnome

Bonuses:

  • Elite Bonus: +2/+2
  • +35% Sabotage Operation Damage
  • Attacks Generate +100% Credits
  • Can Train Thieves with Specialist Credits

Penalties:

  • -30% Birth Rates
  • -50% Watch Tower Effectiveness

Spell Book:

  • Quick Feet

Starting Bonuses:

  • 200 additional Thieves

Mechanics

Base Military Values and Networth Changes

  • All Specialists are now base 7 points; networth values remain the same (0.8 per offense point, 1 per defense point)
  • Thieves and Wizards are now 7 NW
  • Elite Networth no longer uses a fixed value

The forum post gives the following elite networth rule:

  • If (elite offensive strength * 0.8) == elite defensive strength, then Elite NetWorth = ((elite offensive strength * 0.8) / 3) + defensive strength
  • Otherwise, use the larger of (elite offensive strength * 0.8) or defensive strength, then add one third of the smaller value

Examples from the post:

  • 13/10 elite -> 13.74 NW
  • 9/11 elite -> 13.4 NW

  • Horses are 3 points and 2.4gc (0.8 per point)

  • Prisoners are now 5 points and 1 NW (0.2 per point)
  • Mercenaries are now 5 points and cost 300gc

Military Training

  • Elite training costs fixed at 1500 gc
  • All races convert Specialists into Elites on successful Traditional Marches
  • Specialist troops cost 350 gc, increased from 300 gc

Other Changes

  • All races have access to War Spoils
  • Fireball damage increased by 10%
  • Anonymity available only to Avians
  • Dragons cost reduced by 50%
  • Amethyst Dragon science-effectiveness reduction lowered from -25% to -7.5%
  • In War, Amethyst Dragon also slightly reduces science effectiveness every 6 ticks for all provinces in the kingdom
  • Dragon science damage occurs at the same time a dragon destroys buildings
  • This science reduction behaves similarly to 2 successful casts of Amnesia, but is not itself an Amnesia cast
  • End of War Cease Fire increased from 72 hours to 96 hours
  • End of War Cease Fire gives +50% Science production
  • During War, elite conversion rate on Traditional March attacks is doubled
  • Intra-Kingdom attack speed reduced by 50%
  • Inspire Army is added to the Training Page active-spells list
  • Monarchs can enable The Wall to block random provinces from joining; enabling it increases kingdom wages by 20%
  • Kingdoms naturally fill to 22 instead of 24
  • Spy on Sciences difficulty reduced

Spy on Sciences

The post notes:

  • Spy on Throne is the easiest intel operation and is the baseline
  • Spy on Sciences is reduced to roughly 3x the difficulty of SoT
  • Previously SoS was about 5.5x more difficult than SoT
  • Spy on Military is roughly 4x more difficult than SoT

Learns

  • Learn attacks take more from allocated science books and less from unallocated science books
  • +50% allocated science books over current values
  • -50% unallocated science books over current values

Support Spell List

  • Minor Protection
  • Greater Protection
  • Fertile Lands
  • Magic Shield
  • Natures Blessing
  • Love and Peace
  • Builders Boon
  • Inspire Army
  • Heros Inspiration
  • Patriotism
  • Illuminate Shadows
  • Wrathful Smite
  • Divine Shield
  • Fanaticism

Changelog

  • added list to faery science
  • added changes to learns
  • added Elite NW chart
  • added learns
  • added Support Spell List (6/23 @ 19:43)