War of the Wolf
The Wolf, The Pig, The Snake and The Rat are back, Sire, and with an unquenchable thirst for blood. We need you to rise to the challenge to hold your defences against them, raze their castles to the ground, and send them fleeing with their tails between their legs!
But beware, my liege. The enemy is faster, stronger and more cunning than ever before. They will be vindictive, vengeful and will launch attacks at you from every angle they can. They will try to take what they want by any means necessary, so you must build a mighty kingdom, loyal alliances, and a brave army willing to face your foes if you are to emerge victorious!
Each Parish has an AI (Rat, Snake, Pig, Wolf) as a "steward" and is controlled by that AI until the players oust them.
The Map is a modified version of the EU map, with more countries, but fewer villages and starting points.
New village charters only spawn once an AI is defeated (via raze)..
Some quests have been removed.
After a certain period of time any unclaimed charters can be “bought” by a local AI.
Glory Round ends when any house (including the AI house) reaches the Glory threshold for the round.
There will be more stashes spawned in the world which will include weapon stashes.
Players will receive a chance at a special Wheel Spin (ranging from Tier 1 - Tier 5) for each defeated/captured AI
Armies and Scouts move at faster speeds.
Players will not be able to select a starting point, but will be placed in a random location on the map.
The cost of recruiting troops will be reduced by 50%.
Castle build times are reduced.
The base cost of Interdiction has been doubled. Interdiction does not protect against all attacks from the AI, only captain attacks from AI castles.
While under interdiction, Scouts cannot be used.
The effects of Diplomacy research are reduced.
Villages in Vacation Mode are protected from AI captain attacks sent from AI castles.
Players can own up to 25 Villages on this world.
NOTE: Players can only store a total of 50 Wheel Spins per tier in this World
AI's can send invasions from several invasion points around the map. These appear as anchor symbols on the map. Active anchors will appear bright and glowand inactive ones will appear . If an invasion is incoming the invasion point will display a timer showing the time until the invasion begins. All attacks from an invasion are sent at the same time, but may take a few minutes to appear on the map. (This means if a village is the target of a captain attack from an invasion and then is interdicted, it will not be protected from further captain attacks from the invasion, since these have actually already been launched, but have not yet appeared on the map.)
AI's have the ability to send scouts to stashes. AI's will have different village types.
AI Castles can be captured by players, and the AI can raze or capture player villages. If a captured, the village becomes an AI castle.
AI will be able to repair and reinforce their castles.
Multiple AI can spawn in a parish.
The AI receives daily votes in parish election like a player village would and will vote against players and for itself.
AI can send multiple attacks at a player village in a short amount of time.