OG – Original Gods
The alliance known as OG – Original Gods has decided to close down.
The remaining active players have created the alliance [GO] (#71).
Here is a post by scumbag that was posted in the aatw world forum:
Age 36 – Changes
Here are the changes for Alliances at War – Age 36
screwed
Hi
- Fever
- Soar throat
- Shivers
Oh hang on now, that isnt the age changes
Continue Reading
Age 30 – Changes
Age changes for Alliances at War – Age 30
Miscellaneous Game Changes
- Increase managed acres by +5 percentage points
- Bit lower fame gains on some thievery operations like arson.
- Bit higher fame gains on spells like Dragon Mage.
- Fixed walls/weaponries bonus from 2.5% to 1.5% per % walls/weaponries.(fix because it was announced earlier but never happened)
Race Changes
Wood Elves
- Grassrunner 0/3 -> 0/2
Dark Elves
- Nightrider 3/7 810 cr –> 4/7 785 cr
Light Elves
- Acolyte 75 cr –> 125 cr
- Bug Fix: +15% successrate also works against Light Elves
Dragon
- Yellow Dragon 0/32 800 cr -> 0/36 940 cr
- 20% market/barracks space efficiency -> 25% market/barracks space efficiency
Eagle
- 1 hideout holds 0.4 MP and 0.6 TP -> 1 hideout holds 0.4 MP and 0.7 TP
Viking
- Soldier 120 cr –> 100 cr
Nazgul
- Possessed Mortal 40 cr –> 100 cr
Deals 20% more damage with Blasphemy Crusade, Pillage and Raze -> Deals 25% more damage with Blasphemy Crusade, Pillage and Raze
Undead
- Add: Can not be commandeered
Balrog
- Basic- 0/0 – 100 cr
- Offspec- 25/0 – 1750 cr
- Defspec- 0/15 – 1100 cr
- Elite – 11/11- 850 cr
Non gameplay changes
IE users with the Google Chrome Frame plugin will now benefit from it on AatW as well.
*bugfix* Usernames with non standard characters will now not anymore display other weird replacement characters in archives/search/mail and other places with JavaScript. (this does not fix many non standard characters witten prior to age 29)
Other
As some of you might already have seen, with help from a few others I(HaRRy) have created two tools that can help you calculate needed units to send on an attack or help you calculate how many buildings you have to construct.
Even though these tools are developed by Orkfia admins they are in fact nothing more than 3rd party tools. No current or future Orkfia developer is responsible for the correct working of these tools.
Links:
Attack calculator
Construction helper
The working is simple. You go the advisor page of your tribe(military/construction) and copy the entire page and paste that page inside the white box on the bottom of the tool. The same can be done with archived intel. The construction helper will even remember filled in numbers for the target input fields.
Read it all through and mark the right checkboxes and fill in any remaining data(fame etc) and you’ll see the outcome. If you need more help, please ask so in the world forum or on IRC.
~HaRRy
Note: The toolbar will be updated with the newly launched tools aswell.
~Acwder
Age 27 – Changes
Hey, these are the changes for Allianes at War, Age 27.
Uruk Hai
- Hill Troll (9/2) – 1365 cr -> Hill Troll (8/3) – 1250 cr
Light Elf
Change: Self spells’ effect will be multiplied by 5x. The only functional difference this will make for the race is ciorin’s blessing, which now gives a 75% offense bonus. All other spells will function the same as they did before.
- Maiar (3/3) – 875 cr -> Maiar (4/2) – 1100 cr
Dwarf
Triple crown costs for explores -> Double crown costs for explores
Change: 50% less mana -> 35% less mana and plans (or 65% of normal)
Viking
Add: Bloodlust (+5% offense, deals 10% more damage to buildings, while at war)
Raven
Remove: 500% losses on blackclaws
Add: 33% lower combat losses (two/thirds of normal combat losses)
Change: Deals 60% of normal damage on BC, raze & pillage -> Deals 75% of normal damage
- Blackwing (5/5) – 750 cr -> Blackwing (5/6) – 835 cr
Balrog
Change: 1 mana gained for every 75 citizens killed by attacks -> 1 mana gained for every 75 citizens or military killed by attacks
Change: Markets and barracks hold half -> Non-homes hold half (including markets and barracks)
Nazgul
Add: Bloodlust (+5% offense and deals 10% more damage to buildings, while at war)
Petition: Don’t change the game to Alliances of Messed up Changes
Hello. Christmas is just around the corner, this christmas our present from Alliances at War is the name change to Alliances of Messed up Changes. Jamzi and myself will in this post comment the latest age preview where fame gets two friends named Toughness and Industry.
Here is the preview post to make sure everyone is up to speed:
Fame, toughness and industry are a reflection of how you play.
The playing style you use will influence what kind of score that you have in each. The actions you take, and the events that happen to you, will have a effect through these three rankings on the relevant goals and needs of your tribe.
Fame
- Return offense bonus to 1% per 1000
- Remove population bonus
- Add 1% extra guild space per 1000
- Add 1% extra hideout space per 1000
- Fame gains and losses work slightly differently. You gain fame independently of the fame you take, so you can gain fame from someone who doesn’t have any fame. However, if the person has more fame relative to yours, you still gain more as usual. Losses themselves will be halved.
- Everyone will keep the fame they have now. However, the fame that you inherit or otherwise begin with, will change. After dying you will keep 7.5% of the fame you had at the time of your death.
Toughness
- +1% defense per 1000
- +1% resistance to magic per 1000
- +1% protection from thievery per 1000
- Toughness is gained whenever your buildings are destroyed, you take military losses, your land is seized, or your resources are destroyed. The gains are independent from your fame lost from these things.
- Toughness is lost by exploring, training military, and other actions that boost industry. The losses are independent from your industry gains for these things.
- People playing currently will start with 0 toughness. After dying of old age, you will keep 5% of the toughness you had at the time of your death. After being killed, you will keep 10% of the toughness you had before your death.
Industry
- +1% population per 1000
- +1% production bonus to mines, farms and yards per 1000
- Exploring (regularly or via land grabs), training military, raiding, pillaging and performing thief self ops gives you industry
- Performing some aggressive actions makes you lose industry. The industry you lose is independent from the fame you may gain from these actions.
- People playing currently will start with 0 industry. After dying of old age, you will keep 10% of the industry you had at the time of your death. After being killed, you will keep 5% of the industry you had before your death.
- It will be possible to have negative fame, toughness or industry. An attribute which has gone into the negative will give a penalty instead of a bonus
- Due to the above, there is no minimum bonus on any of the three, in the way that there is a minimum bonus to fame now
- As a bonus for creating an account, you will start with some points in each attribute. Restarting your account will give you 0 of each instead.
- Due to the nature of the gains and losses, it will be possible to accumulate high rankings in two of the attributes at the expense of the third. It will not be possible to have high rankings in all three (though in some cases you might be able to get medium scores in all three). Your playing style will determine which two attributes are the highest.
This list of changes is apparently as Iluros puts it:
They have a purpose, social engineering if you will, and they needed to happen.
~ Iluros
Adding Toughness and Industry is apparently aatw’s way of solving the old problem of bigger ppl hurting smaller ppl who can’t do anything about it, this is kind of a huge change. Here is Jamzi’s take on it:
Despite our playerbase for AATW and Classic being relativly small to other games of a similar nature, we do have some of the most passionate players and staff. This has long been one of the virtues of Orkfia over the other games. However in the last few months it has seemed to myself and others that the development staff in AatW have become a bit over-excited by their responsibilities and wildy throwing anything that enters their heads into the game.
Change is not necessarily a bad thing. We all encounter change every day and some changes in the game in the recent past have been great. Such as tidying up the way spells/ops are casted, improving the range of ops/spells/attacks available has spiced things up too. However the reason Orkfia was popular in the first place was because it was a fun game to play. The simple game mechanics made it one of those games that was simple-to-learn but hard-to-master against other real life people.
I know people think I and those who think like me are set in our ways, but whatever happened to the old “if it ain’t broke don’t fix it”?? The changes are easy for you to understand if you invented them i’m sure so you might not see my point but to explain what I mean let’s take the game of Chess. Let’s imagine you have been playing for many years in a Chess league and then at the start of the season you turn up and find some notices pinned on the wall. If it’s a tuesday then Kings can move 4 spaces at a time, if it’s between 4:45pm and 5:17pm all pawns can move backwards… If your name has a J in it you do not have bishops. This sounds stupid maybe but this is how AatW feels to me at the moment. There are so many strange rules in AatW now that I have long ago given up trying to keep up with them and I know others who have said the same to me so I am certain I am far from being the only one who feels this way.
I have even heard a theory that perhaps this is Iluros’s continuation of a campaign he had against AatW when his alliance quit and this is the revenge – to sabotage what is left for the rest of us. I don’t believe this is true but I can see why people may think that.
It is a fundamental concept of business that keeping things simple is the way to go (Keep It Simple Stupid – the KISS principle). AatW needs to go back to it’s Orkfia roots and declutter.
~Jamzi
That sums up what I think about it pretty much aswell. Ive been hosting Orkfia Classic for over a year now, been somewhat responsible for it even longer, some of the very first misstakes I did was to change stuff just cause I could, thats a lesson most people thats responsible for development has to learn, some quicker then other, my own misstakes cost me some great staff and some great players.
This is what I see happening in aatw atm aswell, there has been some huge changes done lately, the most noticable is the interface changes and I really like that bit, the things I don’t like tho is where it looks like dev is sitting and looking at the game thinking “What more can we add”, not due to “We have this problem, what would be the best solution” but more cause “Well why not, the more stuff the merrier”.
I would like to clearify that this is no witchhunt for a individual staffmember nor is it a personal attack on aatw from me since Im running Orkfia Classic, Im a active player in aatw aswell and even if less clever development might get more players into Classic Id be really annoyed to have a game Im playing ruined.
Now then lets have a look at the problem they are trying to solve, are they trying to solve the problem itself or are they adressing the effects of the problem? What will these changes do?
First of this seems to be the definition of the problem according to the Lord of Development in aatw:
The reasons they have been (badly) needed has to do with the way the game is played now, and how that has made much of the people who used to play quit.
The fame rape thing that Origin points out is actually one of the main problems these changes were designed to fix, at least in regard to toughness. The new people in smaller alliances which get beat up by the big alliances will accumulate toughness, giving them an advantage against the top alliances who are left alone by most players due to their dangerous nature. Those new players, in gaining toughness, will have a reason to stay, whereas before they just got beat up.
The other issue that has plagued aatw since its creation, is the arm’s race between explorers and attackers, each becoming increasingly troopfat relative to one another in order to grow. With toughness and industry implemented, it is likely that this problem will cease to exist. Actions that previously were a gamble by themselves will be fruitful. If you do an explore and have it grabbed, you lost the resources that you put into that explore but gained a boost that will help you down the line. This means that growth will be easier for players who will no longer be as hesitant to take risks, and interaction between players will increase.
Will putting your time into growth make you lose some of the toughness you gain? Yes. But certainly not all. You will keep most of the toughness you gain, and the industry you gain will be more than the toughness you lose. In this way it’s quite possible to have both, albeit one higher than the other.
~ Iluros
The first section mentions famerape, this is where people would attack targets to increase their own fame bonuses on a regular basis, the optimal target would be someone with low thievery or magic defense and somewhat high fame. This could be classed as harrasment if you’d like. Lets have a look at why it happens.
Famerape
There is as I see it two reasons why someone would famerape.
1. To get even more out of the fame bonuses, which atm is:
- +0.75% offense per each 1000 fame.
- +1% population per each 1000 fame.
These bonuses is quite tasty when you in full warmode can famerape someone for almost 1000 fame every 8 hours or something which is why fameraping can do quite alot for you, now if these bonuses or fame gains would be smaller would this kind of famerape still be at the same level? The answer is no cause then players would focus their attention on something else more awarding.
2. Cause you can / To piss people off.
This is more like proper harrasment, you target ppl just cause you can and to either piss the target of or to entertain yourself. This kind of harrasment won’t stop no matter what you do, if someone dislikes another person in a game then they will find another way to do it.
These two reasons is kind of what I believe is why people are doing it. (Yes the famegain do vary depending on a few variables but its still possible to gain loads of fame.
What will the new way of Fame, Industry and Toughness do about famerape?
It will be usefull for the most extreme sides of the table, the ones continuously targeted will get more def but unless its overpowered it wont stop famerape if its the second kind of famerape. The first kind of famerape kinda disapears tho, the offbonus are best for attackers (obviously) and they will keep gaining their fame through attacking and also gain industry cause of the new bonuses. This makes it actually better for attackers, which looking at the changes last few months have been improved time and time again, the % of bonuses they are recieving is getting quite big.
Back to the actual point, will this stop the fameraping? It might lower the ammount of famerape but people will just find another way to do their harrasments, its still a war game where the goal is to kill and war other alliances, (“Alliances at War”).
Conclusion: These changes is partly an attempt in preventing harrasment as in fameraping. Will it work? highly unlikely since its threating the effects not the underlying cause. Not only is ut unlikely to work as intentioned it is also highly likely to cause unwanted bieffects that will take an age or two to find, get abused and hopefully fixed.
The idea as a concept isnt so stupid, its almost clever but its hard to implement and I don’t believe its something Orkfia should get to complicate things even more.
The ammount of variables needed to calc attacking and killing is getting huge, tiny % here and there, some not even mentioned in the guide, even the attackcalcs are getting huge.
Lets move on to the other issue thats apparently is a part of why these changes are planned, the race between explorers and attackers. Apparently being troopfat is a huge problem in todays aatw, to fix this problem they are adding the Industry to give population bonuses when you explore and when you grab. The first thing that came to my mind when I saw that was that the ones getting rewarded the most by these changes are the landfarms, you explore, gets industry bonuses, you get grabbed due to low def and gets toughness bonuses, just keep doing that for one age and recieve the % heritage mentioned above and you have some sort of head start.
Another thing this causes is that Industry will be highest amongst the biggest tribes since they have explored the most and grabbed the most on their way up to the top, which means that the top tribes will be even harder to kill.
Now lets have a look at where this troopfatness comes from. Suprise it comes from a long line of race changes and game changes that ended up with the current situation. Instead of sorting the source where racce changes keeps producing imba races (Im not saying its easy to balance races, its a huge job, but the result is still that each age more imba races keeps poping up from the changes).
The gains and losses of these different sections are still to be seen but not only are the actual numbers mentioned risky the whole idea of adding them is all from obvious.
Are these changes really wanted? Just cause it looks cool doesnt mean it should be added. There is just so much stuff you can do to a game before it losses it roots and transforms into a new one. Maybe a new game is what everyone wants, or is it? Ive experienced it first hand with Classic, some stuff was so poor in our view atleast and needed to be changed, but for every change you add you really need to think more then once or twice about if its really something we need, why do we need it, what will the outcome be. How will the players deal with it?
This is our petition to Alliances at War, please don’t lose sight of what aatw is. If you would like to join us in our petition just contact me and I’ll add your name to the bottom. I’ll end this post with a quote from the age preview topic.
Whether the changes are good or not for a more dynamic, fun and complex game is not really the question. The question is really are if these type of changes will actually IMPROVE the game, and maintain it’s players. I really don’t see how it could be.
In short I don’t think the changes are BAD, I just don’t think they will help Alliances at War at all. Just make HaRRy do unnecessary work
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~ Canto
The whole topic with the age preview can be found here: http://www.alliancesatwar.com/forums/game/216501/0-25.
So, what we want to achieve with this petition is to bring the people running and developing aatw to see this from our point of view, a view that sees loads of changes, little reasons, lots of bugs and a lost sense of direction.
This petition has been signed by:
- Acwder
- Jamzi
- BiltesKrieg
- EM
- Martel
- Robokop
- Cecil
Age 26 – Changes
Alliances at War.
Here is the age changes for Alliances at War – Age 26.
Churches and Guard houses
Increased resistance/protection from 2% per % built to 2.5% per % built.
Alliance Archives
Added JavaScript for the archives again.
Spells
All spells will be updated when doing an instacast (mystics selfspells).
Added a 50% size penalty to spell success rates for tribes targeting someone under 50% their size or over 200% (like current thievery).
Fixed Juranimousity (forces thieves out for two hours, 2-5% of this number are killed, max 60% can be forced out at a time).
Efficient Mobilization: Increase percent gains from 0.125 – 0.75 % to 0.4 – 0.8 %.
- Also fixed the difference in gains while an army is out or not.
Operations
2 new black operations to destroy Farms or Yards.
Exploration
Changed citizens and defence required for an explore from “8% of land” to “10%”.
Fame
Lowered offense bonus to 1% per 1500 fame (from 1% per 1000 fame) Minimum set to 3.3%, was 5%.
And now over to the Race Changes
Race Changes
Light Elf
Increase light elf spell damage from +25% to +35%.
Increase credits received from heritage by 1.5x.Istari (0/5) – 1700 cr changed to 1500 cr.
Valar Scion (2/4) – 1200 cr changed to 1025 cr.
Uruk Hai
Saruman’s Haste causes BC, raze and H+R to have 4 hour attack intervals instead of two (two hour attack time + 2 hour rest).
Roar of the Horde swaps with Cover of Mordor (which becomes the ork racial spell). Was first announced to be renamed, we just didn’t.Roar of the Horde (Special Uruk hai spell):
+5% offense (reduced from 10%)
10% chance to return a spell as a huge fireball
25% lower food consumptionCover of Mordor (Ork racial spell):
+5% offense
75% resistance to intel ops and spells
25% chance of location not showing in the news when attacking
Nazgul
Deals 20% more damage with a blasphemy crusade -> Deals 20% more building damage on attacks (includes BC, raze and pillage).
Owl
1/3 normal self op gains -> 5/12 normal self op gains.
Oleg Hai
Wolfrider (10/0) – 1100 cr changed to Wolfrider (8/2) – 850 crWhite Skull (0/7) – 850 cr changed to White Skull (3/7) – 875 cr
High Elf
Sage (9/0) – 1065 cr changed to Sage (8/0) – 950 crLongbowmen (0/9) – 1300 cr changed to Longbowmen (0/8) – 1150 cr
Mori hai
Axethrower (0/6) – 870 cr changed to Axethrower (0/7) – 975 crOgre (4/5) – 615 cr changed to Ogre (6/5) – 815 cr
Assassin (6/1) – 670 cr changed to Assassin (5/2) – 550 cr
Templar
Cleric (5/2) – 575 cr changed to Cleric (5/0) – 550 cr
Dwarf
+85 extra space in markets/barracksStone Thrower (0/7) – 1135 cr changed to Stone Thrower (0/6) – 1150 cr
Raven
Will do half damage on BC, raze and Pillage(was either 1/3th or non existing)
Balrog
+1.5% ml per 1000 fameReplenishes 1 mp for every 75 citizens killed during attacks
1 weaponry counts as 0.75 guilds
15% fewer homes allowed
Balancing traits–Takes 25% less damage from attacks, ops and spells; 50% lower income from buildings; 50% less barracks/markets space; 50% lower military upkeep.
Damned Soul (0/0) – 100 cr
Devil (12/0) – 1,400 cr changed to (23/0) – 1340 cr
Occultist (0/7) – 800 cr changed to (0/16) – 1100 cr
Demon (8/4) 1,000 cr changed to (15/13) – 975 cr
Spy (0/0) – 400 cr
Eagle
removed: +50% magic pointsAdded:
1 guild holds 0.6 MP and 0.4 TP
1 hideout holds 0.4 MP and 0.6 TP
1% academies gives +3% TP
1 TPA(at home!) gives +2% MP
Notable bug fixes
Already implemented: Barracks & Markets fixed, with the effect of some tribes losing citizens.
All changes will be uploaded before Age 26 starts.
Written by Martel at the aatw announcements.
AatW – Down again
Hey.
As mentioned in the last entry, the aatw server has now been moved to a better computer, this would increase performance etc.
The server just went down again about an hour ago.
Hopefully it’ll be back up soon again.
Cheers
~Acwder




