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 ElfRace: 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, thenElite 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:
13/10elite ->13.74 NW-
9/11elite ->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)