Sneak Peek – AatW changes for age 21
Hi, Im happy to be able to give you all a proper sneak peek on quite a few changes for Age 21 in Alliances at War.
A note: Some minor tweaks to the list of changes may be done before the final list is posted in aatw.
The next age brings two new attack options, named Raze and Commandeer.
Raze
- Can send 50% to 100% in offense of opponent’s defense, with maximum damage dealt with 100% of offense sent. Destroys a number of homes, equivalent to 10-20 arsons depending on how much offense is sent.
- Homes destroyed cannot be built upon for 2 updates.
- 6 hour attack time; 4 for viking.
- Optimal damage range from 50% to 150% of your tribe land size.
- Losses equal to blasphemy crusade.
- Deals 50% more damage in war.
- Ravens deal 33% of normal damage.
Commandeer
- Seizes enemy’s incoming acres (minimum amount 10% of enemy’s total land, can take all acres if within sufficient range)
- Losses equal to BG.
- Explores 50% of land commandeered.
Thievery
Boze
- Self op
- Each 2500 thieves sent on average explores 1 acre
- Minimum size 400 acres
Ambush
- Land lost is regained by the thief
Truth’s Eye
- Reveals amount of remaining mp&tp of the target out of total
Magic
Mortality
- Universal spell
- Cast on enemy tribes. Lasts 1 hour
- Negates immortality and “Fountain of Resu”
Efficient Mobilization (Human spell)
- -15% tax income
- +5% regrowth
- Every update, 1-5% more military units of each type are automatically trained
Earthquake
- Destroys a number of homes
- Success rates similar to dragon apprentice
- Deals more damage when the caster is less than 2000 acres, and less damage above 2000 acres.
Meteor Storm
- Destroys up to 0.5% of enemy markets and barracks
Lightning Bolt
- Can only be cast on an enemy that has attacked you or an ally and whose troops are still returning.
- Kills up to 0.25% of the enemy’s returning military
Deep Forest
- -10% explore costs instead of +15% explore costs
Anthrax renamed to: Fear
This also comes with new tribe news.
Buildings
Remove banks (replace with barracks)
Citizens per Building
- Homes: 300
- Walls/Churches/Guardhouses: 20
- Farms/Markets/Mines/Labs/Yards/Barracks: 15
- Weaponries/Academies/Guilds/Hideouts: 10
- Walls: Remove the reduction to citizen losses. Add that 1% walls results in 2.5% lower land & military losses when attacked.
- Weaponries: Add that 1% weaponries results in 2.5% higher land gains.
- Churches: 1% churches provides 1% resistance to magic and 2.5% reduction in magic damage
- Guardhouses: 1% guardhouses provides 1% resistance to thievery and 2.5% reduction in thievery damage
Barracks
- 1 barracks holds up to 50 defense specs, 75 elites or 100 offense specs/thieves
- barracks reduces military training costs by 0.5% and military upkeep by 2.5%
- Max 20%
- If a barracks holds no military units, it can hold 15 citizens instead. Each barracks will fill up in order of (1) Off specs/thieves; (2) Elites; (3) Def specs & (4) Citizens.
Exploration
Fixed issues with the number of troops calculated
Thats all folks, quite alot of new changes and several really interesting onces, Im looking forward to seeing the race changes aswell.
Stay tuned.
Cheers
~Acwder





3 Comments
looks like it will become really hard to kill :/
Weaponries: Add that 1% weaponries results in 2.5% higher land gains
zzz.. I made my grabs too early.
so.. 20% weps give you 50% more land gains as well as 20% more raw offence. wow.
I believe other changes to the game have/will make killing easier. Hopefully it balances out.