Sorry for the late age changes post, I've been behind all age on dev. So huge thanks to Max for putting up with it!
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(If anything in this post is wrong or a small number edit occurs, I'll edit it and leave a comment at the bottom saying what was edited)
Major changes this age are the introduction of Military Exercises (Thanks for suggestion Sanzo), buffs to under-used attacks, operations mechanics, spells, and change to the tribe restart size.
Attacks
Hit n Run
Old: 4% defender losses.
New: 6% defender losses
Pillage
Old: 4% Mines,Yards, Labs & Farms destroyed. 8000cr, 500 logs, 20 rp, 5000 food per building destroyed.
New: 5% Mines & Yards, 4% Labs, 3% farms destroyed. 8000cr, 600 logs, 50 rp, 4000 food per building.
Blasphemy Crusade
Old: Destroys 15% Academies, Kills 5% Thieves & Mystics
New: Destroys 10% Academies, Guilds & Hideouts and kills 5% Mystics & Citizens.
Raid
Old: 1.5% defender losses
New: 2% defender losses & 4000 crowns per acre taken (Does not include explored)
Military Exercises (New)
- Can only have one of each exercise at a time.
- Attackers do not require a general for exercises.
Martial Law
Your military imposes martial law to crack down on thievery.
Blocks up to 15% of enemy thief operations for return time of your units + 1 hour based on raw offense sent. Evaluates to 1% per 10 OPA. You cannot send out thieves for the duration.
Draft
Your military strongarms new recruits from the surrounding lands.
Recruit 4 offensive specialists per each 1000 raw offense sent. Gains are capped at 20% of your max raw offense.
Clear a Perimeter
Your military clears trees around your settlements to better see invading forces.
Gain 15 logs per each 1000 raw offense sent. Gains are capped at 20% of your max raw offence. Ravens have 40% gains.
Operations
Wildfire
Old: Destroys 1% yards.
New: Destroys 2% yards.
Engineered Explosives
Your thieves will plant some explosives inside an enemy's mines and loot gold from the wreckage.
New: Gain 4000 crowns per mine destroyed
Arsenic Infusion
Infuse the enemy military’s food and water with poison.
New: Kills 0.03% of targets offensive units. Harder, and more expensive to send.
Intrigue (Tunneling Rename)
[i]Your thieves will attempt to destroy your enemies academies through political manipulation and propaganda.
Cut Supply (New)
Sabotage the enemy's weaponries, and disrupt their supply lines selling the goods for profit.
Destroys 1% weaponries. Gain 2000 crowns per weaponry destroyed.
Thieves Trap
Higher success rate, requires more thieves per operation.
Arson
New: Higher TP cost below 2400 acres.
Spells
Juranimosity
New: Slightly increased thieves killed, Increased thieves sent away for two months. Altered the success text and tribe news text.
Earthquake
Old: Destroys 1% Guilds, Hideouts & Academies
New: Destroys 1% Guilds, Hideouts & Mines. Slightly increased fame.
Poison
Slightly increased fame.
Fear
Slightly increased fame.
Magical Void
Increased fame.
Dragonmage
New: Higher mana cost below 2400 acres.
Races
Wizard
Old: Grey Wizard 5/3 850 cr
New: Grey Wizard 6/4 900cr
Raven
Old: 75% Losses
New: 85% Losses
Misc
Starting Acres
Old: 3 acres / tick
New: 2.2 acres / tick
Edit: Clear a perimeter -> 15 logs per 1000 sent.