Age 90 Changes: Preview

Open Archived Sanzo opened this discussion on

Sanzo -

As promised, below is a preview of what you can expect in 2 weeks. All subject to change.

Game Changes

1. Tribes no longer lose their market credits/records when defected.
2. Now possible to buy resources needed for explore on explore page


Truce can now be offered under specific conditions:
Both alliances make some kind of effort and/or there is a multi-war

War Spoils
War spoils to be added based on the amount of power accumulated during the war

OOW invasion penalties
There will be penalties for invasions into a war or out of a war
1. No fame awarded
2. Increased battle losses
3. 2hr increased General rest time


New building: Temples

Maximum 25% Temple allocation
1 Temple trains 1 Priest per month
Priests are military units with no offense or defense, can be released on military releasing page
1 Priest Per Acre (PPA) increases raw offense and raw defense by 1%
1 Priest Per Acre (PPA) increases Farm, Mine, and Yard production by 2%
Maximum 10 PPA allowed.

Churches & Guard Houses
1% blocks 3% ---> 2.5%

Walls decreases building damage on destructive attacks (on Raze, Crusade, Pillage)

Weaponries increases building damage inflicted on destructive attacks (on Raze, Crusade, Pillage)


All branches can now be maxed out
15 RPA to max out each branch ---> 18 RPA

War Research
30% Military returns 1 tick faster from invasions (min 1) ---> Military & Thievery return 1 month faster (minimum 2hrs)

Growth Science
@30% exploring is 1 tick faster (min 1hr for Eagle)

Add: Politcal Science Branch
- 2.00% increased TP/MP burned with Hwighton Raid & Enforced Honesty (max 100%)
- 1.00% reduced fame lost from all incoming invasions (max 50%)
- 1.00% chance to negate effects of Pestilence and Engineered Virus (max 50%)
@ 30% - 10 new acres settled per month

Dark Spells

Lightning Bolt
0.125% units killed ---> 0.2% units killed

Race Spells

2hr basic training time when spell is active

Roar of the Horde
Negates Fountain of Resurrection

1hr shorter general rest time in War

Pestilence negates/overrides all other growth effects, to give -5% growth for non-cursed races


Vigilance to be removed

Blasphemy Crusade
Kills 5% of Mystics & Thieves ---> 10% of Mystics and Thieves

Military Exercises

Martial Law
1% blocked per 10 raw OPA sent ---> 1% blocked per 5 OPA sent

Race Changes

Remove: Uruk Hai
Add: Oleg Hai

Oleg Hai
Also known by the common name of “trolls”, the Oleg Hai spawn warriors bred for battle. If that weren't bad enough, they easily regenerate from Destruction-charged violence, which makes killing a troll for good something of a legendary feat. Naturally greedy, they sometimes overextend to conquer and dominate. Fortunately for them, harpies provide the brains behind the brawn, when they can be found and bribed at least.

Racial Abilities
2 generals (can send out 2 separate armies)
Sending both generals gives 115% off, 130% land gains, 130% damage
Harpies are a mercenary unit. Harpies can be trained instantly from citizens. As much as 40% of total population can be train as Harpies. Harpies disband after 4 months after benig trained. As the tribe expands, Harpies are less expensive.
Immune to Lightning Bolt and Arsenic Infusion.

Class Off/Def Cost
Basic Gnome 0/0 50 cr
Off Wolfrider 9/0 1,000 cr
Def White Skull 0/6 550 cr
Mercenary Harpy 4/3 400 cr
Thief Thief 0/0 300 cr

Home to Thieves: Homes hold 400 citizens, Hideouts hold 80 citizens ---> Homes hold 450 citizens, Hideouts 80
Add: Walls to Thieves: 1 Wall trains 1 Rogue every month.
Add: Silver Spoon: +50% Starting money (4,500,000 cr)
Add: Irrigation: Farms produce +50% food (375 kg/farm)

Basic Thug 0/0 50 cr ---> 0/0 100 cr
Off Highwayman 4/0 450 cr ---> 4/0 500 cr
Elite Marauder 3/7 1,225 cr ---> 2/6 1,100 cr
Thief Rogue 0/0 75 cr ---> 1/0 100cr

Add: Cannot build Homes
Add: All buildings hold 80 citizens except Mines (125), Guilds (10), and Hideouts (40)
Basic Grunt 0/0 150 cr ---> 1/0 150 cr

Change: Farms, Mines and Yards produce 66% of normal ---> 60% normal
Add: Lose -50% citizens on Invasions, Thievery, and Magic
Add: 50% normal construction costs and military upkeep
Add: Dragon Sickness: Additional crs stolen from tax chests. (Equal to enemy size * 500 crs). Zero gains from all tribes below 70%
Basic Baby Dragon 1/1 250 cr ---> 2/2 150 cr
Off Green Dragon 8/2 450 cr ---> 10/2 450 cr
Def Black Dragon 0/10 700 cr ---> 2/10 650 cr
Elite Red Dragon 16/4 1,250 cr ---> 18/6 1,500 cr
Thief White Dragon 2/2 300 cr ---> 2/2 300 cr

Add: Bird of a Feather: 2hr explore time
Def Vendo 0/3 340 cr ---> 0/4 385 cr

Mori Hai
Thief Assassin 1/1 250 cr ---> 3/1 425 cr

Remove: All attack types yield 5,000 cr per acre taken
Add: Wraiths cannot be trained. Wraiths are immortal when attacking. Random amount of enemy casualties join your army as Wraiths.
Elite Wraith 10/10 1550 cr ---> 11/11 0cr

Wood Elf
Remove: Fruity: +15% Birth Rate
Elite Tree Ent 0/10 1350 cr ---> 0/10 1400 cr
Thief Grassrunner 0/1 100 cr ---> 0/1 150 cr

Smikis -

where is my 200% raze?

Dwarfs forced to never go mage in war mode.
Nazguls forced to inflict losses, but don't have the same tools uruks had to do it.
Mori Hai, please... just remove the race, it is no longer a thief , this change was already tried with them or some other race and it was horrible.

Markamus88 -

Just to clarify, the changes to walls/weaponries, is the bonus mitigation/damage to buildings in addition to the bonus to defense/offense that they currently provide or is it replacing it?

Mistro -

Can you clarify the change to dragon thieves. You currently have them changing to the same thing.

Mistro -

I actually really like the Change to the dwarves its quite dwarfish in my opinion. However... We have clearly seen that this age Dragons simply get masses of offence and repeatedly raid targets with lots of mines. Well shock horror as to which race is gonna become the prime juicy target for every Dragon player next age (There will be many with their buffs) Dwarves.

So while i think the dwarf changes are great in terms of gameplay style and lore. This is not the right age to implement them alongside what will be new and improved dragons. AKA pillagers of mine heavy races..

Jolten -

Mistro only you seem to be an offense heavy dragon that I've seen

Mistro -

But do you disagree about the fact dwarves will be pillage target number 1?

Kelvin -

Pillage is land based, isn't it? It doesn't matter if the target has 10% mines or 50%.
If anything you might get less from a dwarf as they don't have the other buildings.

Jolten -

Mines: 4% of Land
Farms: 1% of Land
Yards: 4% of Land
Labs: 4% of Land

Dragons would benefit more by raiding or standard grabs then pillage I believe

Mistro -

What do barracks do for Dwarves?

Sanzo -

1% reduces military training costs by 0.8%
1% reduces construction costs by 0.8%
1% reduces combat losses by 1%
Holds 1/4 the Mana Points (MP) of a Guild
Holds 1/4 the Thievery Points (TP) of a Hideout

But if you play dwarf you shouldnt get barracks anyway. Even this age and last age, Mines are better.

Mistro -

How many citizens/military do dwarfs barracks hold?

I dont mean to be pedantic just its an ommission from their race changes that i imagine wll be asked by many others if not by me now.

lepel -

Jolten 4 days ago
Mines: 4% of Land
Farms: 1% of Land
Yards: 4% of Land
Labs: 4% of Land

Dragons would benefit more by raiding or standard grabs then pillage I believe

Not really Jolten. Raid just plain sucks and standard would be profitable if you can keep your land :). One of the problems with dragons this age was that you needed off to pillage for money, because you make a lot less with your buildings. But once your off was out, your def was always lacking compared to other attackers.

I also dont believe that dwarves will be pillage target nr 1, well if they play it correctly that is. Pillaging is easily defendable. Just keep one of the above resource buildings. Pillages become really profitable if you have all of the above. Say you just have labs and farms, there is little to gain for a dragon moneywise (xcept some food and sci for the ally)

Gus Fring -

I don't see the point of temples. It's slow, takes time and inefficient compared to just training 10 troops per acre instead of PPA.

Is dragon sickness bonus for each attack type?

Sanzo -

Quote: Gus Fring
Is dragon sickness bonus for each attack type?


Quote: Mistro
How many citizens/military do dwarfs barracks hold

80 citizens. No extra military hold

Bulby -

rainbow builds are

Mistro -

I think dragons will be very hard to kill with the addition of less citizens killed. It took 4 days of solid kill attempts for an alliance of 6 to kill me.

Smokey -

What's with the Wood Elf nerf? Hardly anyone used them anyway, and now with pest overriding growth, the 15% bonus regen would help (only help) during non pest ticks to recover... also slowing them down with raising costs, not sure why because they're pretty slow going elites anyway.

I'm wondering if this was to slow them down for late game appeal or because nazzies no longer can outright train elites. (I found myself early mid game seeing nazzies with twice the number of elites as my own)

Doc -

Will the Dragon Elite class of troop “Red Dragon” have the stats of 18/6 as listed above in this thread?
Or 16/6 as listed on the military training and military advisor pages, in-game?

max -

Good catch, should be 18/6 and has been fixed now.

Mistro -

Any chance of an age 91 preview?

Sanzo -

Sure I will boot up my comp [evilgrin]
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