Forums

Age 108 Changes

Closed Scarlet opened this discussion on

Scarlet -

Please note that these changes may slightly change due to feedback.
https://alliancesatwar.com/forums/game/770048/discussion-age-108-changes/

If there are any changes, they will be updated and mentioned in a separate post below.

Goals
- Add Dwarf
- Update upkeep to interact with military composition
- Balance under-used buildings and attacks
- Balance a few races ability to get out of hand
- Adjust hostility so large attacks don't instantly land two alliances in war.

Age Length
Ages will now be a consistent 4 weeks long and coincide with the start of the month to assist with a more regular age.
Except February, as it just wants to ruin everything.

UI
https://alliancesatwar.com/suggestions/read/9671/show_unread_tribe_news_on_tribe_page/
Add unread tribe news to the tribe page on login.

Categorize class spells / op in the guide
List each Operation/Spell on the class tab in races to make it clearer
Outrage - Attackers
Engineered Virus - Mages
Boze - Thieves

Buildings
Barracks
Remove: 1% reduces construction costs by 1%
Remove: 1% reduces combat losses by 1%
Add: 1% reduces military upkeep by 4.5%
Alter: 1% reduces military training by 1% (from .75%)
(Making barracks more thematic, and introducing a way to reduce upkeep)

Walls
Add: Increase enemy losses when you are defending by 2%
Add: Reduce military losses when defending by 1%
Alter: Always reduces building damage from attacks (not just war only)
(Updating walls to be more useful, as they are not nearly as heavily utilized as weaponries)

Weaponries
Alter: Always increases building damage done on attacks (not just war only)

Upkeep
https://alliancesatwar.com/suggestions/read/9732/military_upkeep_adjustment/

Slightly altered from thread, as it was pointed out you could still just run 6% mines to counter the increase, instead of using any barracks.
Elites & Thieves are more costly than the initial proposition.

Alter Formula:
(Raw off + Raw def) / 20 +
Basics * 0.1 +
(Ospec + Dspec) * 0.3 +
Elites * 1
Thieves * 0.4

Existing Formula:
(Raw off + Raw def) / 30 +
(number of basics, specs and elites) * 0.1 +
(thieves + mystics) * 0.25

Science
Infrastructure Science:
Increases military upkeep by 0.5% per 1% invested.

Races
Remove Undead
Add Dwarf


Dwarf
https://alliancesatwar.com/suggestions/read/9739/dwarf_attacker/
Cannot build homes.
All buildings hold 90 citizens (except mines hold 140)
Construction does not require wood, and takes two hours.
Barracks do not hold military.
30% reduced military losses.
Cannot be pillaged.

Grunt                    1/0  150cr
Hammer Smasher 4/2 400cr
Mortar Team 0/6 650cr
Grey Beard 6/6 1300cr
Short Cloak 0/0 300cr


Oleg Hai
Wolf rider 8/0 850cr -> 775 cr
Harpy 3/1 400cr -> 300cr
Harpy Cost Formula:
$cost * min(1, 1/(0.5 + max(0, log($objUser->getLand()/1000, 2))))
to
$cost * min(1, 1/(0.5 + max(0, log($objUser->getLand()/1000, 5))))
(Updating this so they're a bit more viable sub 2k acres, and aren't as good if an oleg really gets ahead)
Broken image

Uruk-hai
Alter: Kill +50% military units in combat (from 100%)
Alter rage: Rage decays by 1 stack on retreats,
Alter: max 3 stacks (15%) down from 4
Alter: Gain stacks on successful attacks, greater than 75% of your size. (to prevent bottom feeding for stacks)
(See: https://alliancesatwar.com/forums/game/769656/the-uruk-rage/)

Light Elf
Alter: Exploring costs 150% more (down from 170)
Add: failed dark spells burn ceil(target_land / 450) mana from the target
Remove: Ties to the earth: Earthquake deal 50% more damage (had to change due to dwarf)

Dark Elf
Nightrider 2/6 920 cr -> 4/7 1200cr
(They were left behind due to space issues)

Operations
Napanometry
1 rp per 40 thieves sent (on average) (from 30)
(Addressing thieves being overwhelmingly the best science pumpers)

Attacks
Blasphemy Crusade
Add: Destroys Temples: 4% of land
Add: Gains fame even outside of war

Pillage
40 RPs per lab destroyed (from 20)
(Shifting the overwhelming Nanopometry science boost a bit more onto attackers)

Military Exercises
Making exercises more useful. Martial law is currently quite good but the others were under-used.

Draft
Gain 1 offensive specialist per 250 raw offence sent. (Maximum 30% offence may be used)
(From per 300 raw & 20%)

Clear a Perimeter
1 log per 20 raw offence sent. (Maximum 30% of offence sent
(Down from per 30, up from 20%)

Earthen Defences (New)
Construct earthen defences as a military exercise on an allied tribe.
Increases return time of enemy troops when attacking this tribe by up to 2 hours.
1 hour increase per 100 offence sent, per allied acre.
An ally can only have one earthen defence at a time.
Duration: military return time + 4
Earthen defences exercises appear in Alliance News and Fly Over

Dark Spells
Mortality:
Now only negates immortality

Race Spells
Pestilence
https://alliancesatwar.com/suggestions/read/9680/cursed_synergy/
+5% offence
-10% citizen growth and all positive growth is negated (non-cursed)
Spreads during successful attacks.
Spreads during successful black operations (5% chance)
This spell cannot be voided, but can be healed.
Lasts Land/500 months (rounded down). Maximum 15 months.
(Removing cursed Regen bonus, heavily increasing duration)

Orcish Fervor (rename Saruman's wrath)
+5% offence (no change)
Thieves return 1 month sooner.
+ 20% self losses when attacking
Negates Fountain of Resu on enemy.
(Remove increased enemy losses 15%, added hastier return time, added increased self losses to balance the return time and thematic)

Deep Forest
- 1-8 acres explored each month.
- Building uses 50% less wood (instead of 1000 wood / month)
- 15% chance enemies become lost and attacks fail. (15% elude) (instead of -15% explore cost)
(Adjusted as result of Light Elf change)

Efficient Mobilization
Every month, you gain 0.15% more military units (No change)
Elites are 50% more expensive to train when active (from all units 30%)
(Updated so that defensive and offensive specialists can still be trained without penalization)

Wars
Adjusting hostility generation, so that trading land a few times doesn't instantly put you in a war, and spells & ops can contribute more.

Hostility from gained_acres / grabbed_land halved to MIN(0.5, 1000/your size)
Hostility from killing units: killed units generate 1/100th of a hostilty point (up from 1/125th)
Hostility from successful spell or op increased to 1 from 0.5

Scarlet -

Dwarf 2 hours build time replaced.

Scarlet -

Walls:
Add: Reduce military losses when defending by 1%
(As per feedback forum)

Uruk-hai:
Alter: Kill +50% military units in combat (from 100%)
(I had forgotten about this entirely in the posting, sanzo reminded me)

Upkeep:
Reducing new upkeep to:
(Raw off + Raw def) / 20 +
Basics * 0.1 +
(Ospec + Dspec) * 0.3 +
Elites * 1
Thieves * 0.4

From
(Raw off + Raw def) / 20 +
Basics * 0.1 +
(Ospec + Dspec) * 0.4 +
Elites * 1.2
Thieves * 0.6

(Slightly reduced as per player feedback)

Infrastructure Science:
Increases military upkeep by 0.5% per 1% invested.
(As per player feedback)

Earthen Defences
Construct earthen defences as a military exercise on an allied tribe.
Increases return time of enemy troops (and general) when attacking this tribe by up to 2 hours.
1 hour increase per 100 offence sent, per allied acre.
Duration: military return time + 4

(It was brought up that mod defence modifiers are pretty new player unfriendly, so this was altered)

Dark Spells
Mortality:
Now only negates immortality

Scarlet -

I had a misunderstanding of how military return time and general time were linked. I assumed they were independent, and are not infact.

As a result, the Orcish Fervor race spell will not reduce military return time, as it also reduced general time.
It will only reduce thievery return time.

Sorry about this & thanks to a few people asking good questions.

Sanzo -

Disclosure: There have been a few last minute tweaks. Due to this I shall announce all the combined changes in this post.
I understand the above posts are a little misleading as there are many preexisting traits instances of things being marked as changes, which are in-fact the full descriptions. Therefore, these areas which have no changes from last age to this age are marked *NO CHANGE*.

Age Length
Age 107 was a short, special age. All subsequent ages going forward to be 4 weeks. Unless otherwise noted.


User Interface
Unread tribe news will now be visible on the bottom of the tribe page upon login.


Miscellaneous
Military Upkeep
(Raw off + Raw def) / 20 +
Basics * 0.1 +
(Ospec + Dspec) * 0.2 +
(Elites+Thieve) * 0.3

Old Formula (inception thru Age 107):
(Raw off + Raw def) / 30 +
(number of basics, specs and elites) * 0.1 +
(thieves + mystics) * 0.25

Wars
Hostility from gained_acres / grabbed_land halved to MIN(0.5, 1000/your size)
Hostility from killing units: killed units generate 1/100th of a hostility point (up from 1/125th)
Hostility from successful spell or op will be 0.25


Buildings
Barracks
Remove: 1% reduces construction costs by 1%
Remove: 1% reduces combat losses by 1%
Change: 1 barrack is equivolent to 1/4 guild & 1/4 hideout --> 1/10 guild & 1/10 hideout
Add: 1% reduces military upkeep by 1%
1% reduces military training by 0.75% *NO CHANGE*

Walls
Add: Increase enemy losses when you are defending by 2%
Add: Reduce military losses when defending by 1%
Alter: Always reduces building damage from attacks (not just war only)

Weaponries
Alter: Always increases building damage done on attacks (not just war only)


Research
Infrastructure Research
Change: Increases military upkeep by 1% per 1% invested (max 100%) --> Increases military upkeep by 0.5% per 1% invested. (max 50%)


Operations
Napanometry
1 rp per 40 thieves sent (on average) (from 30)
(Addressing thieves being overwhelmingly the best science pumpers)

Attacks
Blasphemy Crusade
Add: Destroys Temples: 4% of land
Add: Gains fame even outside of war

Pillage
40 RPs per lab destroyed (from 20)
(Shifting the overwhelming Nanopometry science boost a bit more onto attackers)

Military Exercises
Draft
Gain 1 offensive specialist per 250 raw offence sent. (Maximum 30% offence may be used)
(From per 300 raw & 20%)

Clear a Perimeter
1 log per 20 raw offence sent. (Maximum 30% of offence sent
(Down from per 30, up from 20%)

Earthen Defences (New)
Construct earthen defences as a military exercise on an allied tribe.
Increases return time of enemy troops when attacking this tribe by up to 2 hours.
1 hour increase per 100 offence sent, per allied acre.
An ally can only have one earthen defence at a time.
Duration: military return time + 4
Earthen defences exercises appear in Alliance News and Fly Over



Dark Spells
Mortality
Change: Negates immortality & Fountain of Resu --> Now only negates immortality


Race Spells
Pestilence
+5% offense *NO CHANGE*
-10% citizen growth and all positive growth is negated (non-cursed) *NO CHANGE*
Spreads during successful attacks. *NO CHANGE*
Spreads during successful black operations (5% chance) *NO CHANGE*
This spell cannot be voided, but can be healed or cleansed. *NO CHANGE*
Lasts Land/500 months (rounded down). Maximum 15 months.*NO CHANGE*

Orcish Fervor (rename Saruman's wrath)
+5% offence *NO CHANGE*
Negates Fountain of Resu on enemy *NO CHANGE*
Add: Thieves return 1 month sooner.
Add:+ 20% self losses when attacking
Remove: +15% enemy military killed in combat

Deep Forest
1-8 acres explored each month *NO CHANGE*
Remove: 1000 logs gained per month
Add: Building uses 50% less wood
Remove: -15% explore cost
Add: 15% elude chance

Efficient Mobilization
Every month, you gain 0.15% more military units *NO CHANGE*
Change: All non-basic military are 30% more expensive when spell is active --> Elites are 50% more expensive when spell is active


Races
Swapped Out: Undead
Swapped In: Dwarf

Dwarf (Human Attacker)
They might be short but they sure are mighty! Dwarves are keen warriors and flexible tribespeople. Building and mining skills honed through the generations ensure they are the quickest of all races to convert from growth/war/defensive builds, the little people are very versatile and quick to react.

Racial Abilities
Cannot build homes.
All buildings hold 90 citizens (except mines hold 140)
Construction does not require wood, and takes two hours.
Barracks do not hold military.
30% reduced military losses.
Cannot be pillaged.

Military Units
Basic Grunt 0/0 150 cr
Off Hammer Smasher 4/1 380 cr
Def Mortar Team 0/5 520 cr
Elite Grey Beard 7/6 1,375 cr
Thief Short Cloak 0/0 450 cr


Dark Elf
Off Nightstalker 4/0 450 cr --> 2/0 110 cr
Elite Nightrider 2/6 920 cr -> 3/6 1,020cr
Thief Assassin 0/0 325 cr --> 275cr

High Elf
Add: 200% fame gained on attacks

Light Elf
Alter: Exploring costs 150% more (down from 170)
Add: failed dark spells burn ceil(target_land / 450) mana from the target
Remove: Ties to the earth: Earthquake deal 50% more damage (had to change due to dwarf)

Oleg Hai
Wolf rider 8/0 850cr *NO CHANGE*
Harpy 3/1 400cr -> 300cr
Harpy Cost Formula:
$cost * min(1, 1/(0.5 + max(0, log($objUser->getLand()/1000, 2))))
to
$cost * min(1, 1/(0.5 + max(0, log($objUser->getLand()/1000, 5))))
See above post for data.

Owl
Def Screecher 0/8 1,200 cr --> 1150 cr

Spirit
Off Phantom 3/0 300 cr --> 275 cr
Def Poltergeist 0/5 550 cr --> 2/7 775 cr
Elite Banshee 3/7 800 cr --> 6/2 690 cr

Templar
Remove: Guard Houses gives offense equivalent to 1/2 a Weaponry
Change: Cuff Links: 10% thievery immunity --> 15% immunity

Uruk-hai
Alter: Kill +50% military units in combat (from 100%)
Remove: Double citizens killed on raid
Alter rage: Rage decays by 1 stack on retreats,
Alter: max 3 stacks (15%) down from 4
Alter: Gain stacks on successful attacks, greater than 75% of your size

max -

Please note, Earthen Defences will not be added for next age. Sorry for any inconvenience.
Page 1