Difference between revisions of "Age 56"

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|name= Strength in Union
 
|name= Strength in Union
 
|number= 56
 
|number= 56
|status= online
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
 
|start= 16 November 2012
 
|start= 16 November 2012
|end= not yet
+
|end= 12 February 2013
|duration=  
+
|duration= 88
 
}}
 
}}
  
'''Strength in Union''' - current [[Age]] on [[World of Legends]] server.
+
'''Strength in Union''' (Age 56) - finished [[Age]] on [[World of Legends]] server.
  
 
=Changes in brief=
 
=Changes in brief=
 +
==Race's Changes==
  
Start of Age 56 Freeze: Tuesday 13th November, 18.00 GMT
+
* Dwarves
Start of Age 56 Protection: Friday 16th November, 18.00 GMT
+
** Spells: Fanaticism, Fools Gold, Clearsight (removed QuickFeet)
End of Age 56 Protection: Monday 19th November, 18.00 GMT
 
  
 +
* Elves
 +
** Spells: Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet
  
Race
+
* Faeries
Avians - no change
+
** + 20% WPA and TPA
- 30% attack time
+
** - 50% effects from honor
+20% Sabotage damage
+
** (lost population penalty)
  
- 10% attack gains
+
* Halflings
No Access to Stables
+
** -10% birthrate (down from -15%)
 +
** Invisibility, Town Watch, Aggression
 +
** Elite: 4/5, 400gc, 5NW
  
Town Watch, Vermin, Mystic Aura
+
* Humans
Elite: 6/3, 700gc, 5.25NW
+
** +10% Population (up from 5%)
  
Dwarves
+
* Orcs
+ 20% Building Efficiency
+
** + 30% Gains (up from +20%)
Free Building Construction
+
** Spells: Bloodlust, Fanaticism, Reflect Magic (lost Aggression)
Can use credits to raze buildings
+
** Elite: 7/1, 800gc, 5.75NW
+ 30% Spell Damage (Instant Spells)
 
  
+50% Food Consumption
+
* Undead
Can't use Accelerated Construction
+
** - 20% science effectiveness (down from -25%)
  
Fanaticism, Fools Gold, Clearsight (removed QuickFeet)
+
==Personality's Changes==
Elite: 6/2, 650gc, 5NW
 
  
Elves
+
* The Sage
+ 1 Mana Recovery in War
+
** Generates 1 point of science for every 4 acres (was 0)
+ 50% WPA
+
** (Lost plague immunity)
+ 1 defence specialist strength
 
  
Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet
+
* The Cleric
Elite: 5/3, 650gc, 4.75NW
+
** (Lost revives dead troops)
  
 +
* The War Hero
 +
** Immune to dragon effects
 +
** (Lost ambush protection)
  
Faeries
+
==Game mechanic changes==
+ 30% Spell Damage (Instant Spells)
 
+ 20% Sabotage damage
 
+ 20% WPA and TPA
 
  
- 3 generals
+
* The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.
- 50% effects from honor
+
* Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.
(lost population penalty)
+
* Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
 +
* Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
 +
* The war room will be updated to better help players calculate their attacks. I'll provide more detail on this when I have it.
 +
* Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).
 +
* Espionage operations will be able to be conducted through in game ceasefires.
 +
* Monarch bonuses will be removed
 +
* Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
 +
* The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.
 +
* Honor phase-in at age start has had the amount per tick doubled and the overall time halved.
  
Access to All Racial Spells
+
=Races=
Elite: 3/6, 800gc, 6NW
 
  
 +
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
 +
The rtt (Race-table template) number must be equivalent to the total number of races.
 +
For example: if there are 8 races, use rtt 8
 +
Using the wrong template number will result in either extra or absent cells.
 +
The Race-table templates can be used to display up to 12 races only.
 +
Template Parameters:
 +
in the format #-,
 +
where # is a whole number from 1 to 12,
 +
and - is a letter from a to e.
  
Halflings
+
Each number corresponds to a major cell position reading left-right, top-bottom
  +50% TPA
+
  Each letter corresponds to segments within each cell, which should be organised as follows:
+1 stealth
+
  #a = Race's name
- 50% thief cost
+
  #b = Race's advantages
 +
  #c = Race's disadvantages
 +
  #d = Race's spell book
 +
  #e = Race's elite strength and cost
  
  -10% birthrate (down from -15%)
+
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 +
-->
  
Invisibility, Town Watch, Aggression
+
{{rtt 8
Soldiers: 2/2**; Elite: 4/5, 400gc, 5NW
+
| 1a = Avians
 +
| 1b =
 +
* - 30% Attack Time
 +
* + 20% Sabotage Damage
 +
| 1c =
 +
* - 10% Attack Gains
 +
* No Access to Stables
 +
| 1d = Town Watch, Vermin, Mystic Aura
 +
| 1e = Elite: 6/3, 700gc, 5.25NW
  
 +
| 2a = Dwarves
 +
| 2b =
 +
* + 20% Building Efficiency
 +
* Free Building Construction
 +
* Can use credits to raze buildings
 +
* + 30% Spell Damage (Instant Spells)
 +
| 2c =
 +
* + 50% Food Consumption
 +
* Can't use Accelerated Construction
 +
| 2d = Fanaticism, Fools Gold, Clearsight
 +
| 2e = Elite: 6/2, 650gc, 5NW
  
Humans
+
| 3a = Elves
+10% Population (up from 5%)
+
| 3b =
+ 30% Sabotage damage
+
* + 1 Mana Recovery / Tick in war
+ 40% Spell Damage (Instant Spells)
+
* + 50 % WPA
+ 1 Offense specialist strength
+
* + 1 Defence Specialist Strength
 +
| 3c =
  
Tree of Gold, Fountain of Knowledge, War Spoils
+
| 3d = Pitfalls, Mages Fury, Amnesia, Nightmare, Quickfeet
Elite: 4/4, 600gc, 4NW
+
| 3e = Elite: 5/3, 650gc, 4.75NW
  
 +
| 4a = Faeries
 +
| 4b =
 +
* + 30 % Spell Damage (Instant Spells)
 +
* + 20 % Sabotage Damage
 +
* + 20 % WPA and TPA
 +
| 4c =
 +
* - 50% effects from honor
 +
* - 3 Generals
 +
| 4d = Access to All Racial Spells
 +
| 4e = Elite: 3/6, 800gc, 6NW
  
Orcs
+
| 5a = Halflings
+ 30% Gains (up from +20%)
+
| 5b =
Earns Elite Credits
+
* + 50 % TPA
 +
* + 1 Stealth Recovery / Tick
 +
* - 50 % Thief Cost
 +
* Soldiers: 2/2 (3NW)
 +
| 5c =
 +
* - 10 % Birthrate
 +
| 5d = Invisibility, Town Watch,Aggression
 +
| 5e = Elite: 4/5, 400gc, 5NW
  
-75% Combat Instant Spell Damage and Duration
+
| 6a = Humans
-75% Sabotage Damage
+
| 6b =
 +
* + 10 % Population
 +
* + 30 % Sabotage Damage
 +
* + 40 % Spell Damage (Instant Spells)
 +
* + 1 Offense Specialist Strength
 +
| 6c =
 +
| 6d = Tree of Gold, Fountain of Knowledge, War Spoils
 +
| 6e = Elite: 4/4, 600gc, 4NW
  
Bloodlust, Fanaticism, Reflect Magic (lost Aggression)
+
| 7a = Orcs
Elite: 7/1, 800gc, 5.75NW
+
| 7b =
 +
* + 30 % Gains
 +
* Earns Elite Credits
 +
| 7c =
 +
* - 75 % Combat Instant Spell Damage and Duration
 +
* - 75 % Sabotage Damage
 +
| 7d = Bloodlust, Fanaticism, Reflect Magic
 +
| 7e = Elite: 7/1, 800gc, 5.75NW
  
 +
| 8a = Undead
 +
| 8b =
 +
* - 50% Offensive losses on attacks you make
 +
* Converts some Specialists into Elites on successful land attacks
 +
* Spreads and is Immune to The Plague
 +
* No Food Required
 +
| 8c =
 +
* - 20% science effectiveness
 +
| 8d = Greater Protection, Town Watch, Animate Dead, Chastity
 +
| 8e = Elite: 7/2, 1000gc, 6NW
 +
}}
  
Undead
+
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
-50% Offensive losses on attacks you make
 
Converts some Specialists into Elites on successful land attacks
 
Spreads and is Immune to The Plague
 
No Food Required
 
  
- 20% science effectiveness (down from -25%)
+
=Personalities=
  
  Greater Protection, Town Watch, Animate Dead, Chastity
+
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
  Elite: 7/2, 1000gc, 6NW
+
The ptt (Personality-table template) number must be equivalent to the total number of personalities.
 +
For example: if there are 8 personalities, use ptt 8
 +
Using the wrong template number will result in either extra or absent cells.
 +
The Personality-table templates can be used to display up to 12 personalities only.
 +
Template Parameters:
 +
  in the format #-,
 +
where # is a whole number from 1 to 12,
 +
  and - is a letter from a to b.
  
Personality Changes
+
Each number corresponds to a major cell position reading left-right, top-bottom
 +
Each letter corresponds to segments within each cell, which should be organised as follows:
 +
  #a = Personality's name
 +
  #b = Personality's attributes
  
  The Merchant - no change
+
  When listing attributes, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
+30% Income
+
-->
-50% Money Losses on Plunder Attacks
 
Immunity to all Income Penalties (Riots, Plagues, etc.)
 
  
 +
{{ptt 8
 +
| 1a = Merchant
 +
| 1b = 
 +
* + 30 % Income
 +
* - 50 % Money Losses from Plunders
 +
* Immunity to Income Penalties
 +
 +
| 2a = Sage
 +
| 2b =
 +
* + 30 % Science Effectiveness
 +
* - 66 % Losses on Learn Attacks
 +
* Every 4 acres generate 1 science point
 +
 +
| 3a = Rogue
 +
| 3b =
 +
* + 1 Stealth Recovery / Tick
 +
* Access to all Thievery Operations
 +
* Each Thieves' Den functions as Two
 +
 +
| 4a = Mystic
 +
| 4b =
 +
* Access to Meteor Showers spell
 +
* All Guilds and Towers are twice as effective
 +
* + 50 % Spell Duration (For Duration Spells Only)
 +
* + 1 mana per tick in War
 +
 +
| 5a = Warrior
 +
| 5b =
 +
* + 1 General
 +
* + 15% OME in war
 +
* Enhanced Conquest range
 +
 +
| 6a = Tactician
 +
| 6b =
 +
* Gain 50 % more Specialist and Building Credits
 +
* - 15% Attack Time
 +
* Accurate Espionage (in war)
 +
 +
| 7a = Cleric
 +
| 7b =
 +
* - 50% Own Casualties
 +
 +
| 8a = War Hero
 +
| 8b =
 +
* + 50% more bonuses from honor
 +
* - 50% draft cost
 +
* - 50% train time
 +
* Immune to all dragon effects
 +
}}
  
The Sage
+
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
+ 30% Science effectiveness
 
-66% Losses on Learn Attacks
 
Generates 1 point of science for every 4 acres
 
(Lost plague immunity)
 
  
 +
=Stances=
  
The Rogue - no change
+
{| {{GreenTable}}
+1 Stealth recovery per tick
+
|- {{DarkGreenRow}}
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+
! width="100%" colspan="3" | Stances
Thieves Dens are twice as effective (subject to DBE)
 
  
The Mystic - no change
+
|- {{LightGreenCell}}
Access to Meteor Showers
+
! width="25%" | Normal
All Guilds and Towers are twice as effective
+
! width="25%" | Aggressive
+50% Spell Duration (For Duration Spells Only)
+
! width="25%" | Fortified
+1 mana per tick in War
 
  
The Warrior - no change
+
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
+1 General
+
|
+15% OME in war
+
* No Effects
Enhanced Conquest range
+
|
 +
* +10% Combat Gains
 +
* 10% Lower Attack Time
 +
<br>
 +
* +30% Military Wages
 +
* +10% Military losses
 +
|
 +
* -50% gains hitting in (slides in over a period of 24 hours)
 +
* -50% gains and effectiveness on magic and thievery ops in (slides in over a period of 24 hours)
 +
* -25% Military training time and cost
 +
* +25% draft speed
 +
* -25% Construction time and cost
 +
<br>
 +
* 4 days maximum duration
 +
* -50% gains hitting out
 +
* -50% gains and effectiveness on magic and thievery ops in
 +
* +100% Explore costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
  
The Tactician - no change
+
|}
Gain 50% more Specialist and Building Credits
 
-15% Attack Time
 
Accurate Espionage (in war)
 
  
The Cleric
+
=Relations=
- 50% Your Military Casualties (on attack or defense)
 
(Lost revives dead troops)
 
  
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="5" | Inter-Kingdoms' Relations
  
The War Hero
+
|- {{LightGreenCell}}
+50% more bonuses from honor
+
! width="15%" | Ceasefire
-50% draft cost
+
! width="10%" | Normal
-50% train time
+
! width="20%" | Unfriendly
Immune to dragon effects
+
! width="25%" | Hostile
(Lost ambush protection)
+
! width="30%" | War
  
Mechanic Changes/Features
+
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
 +
|
 +
* Prohibits any Attacks
 +
* Prohibits any Spells
 +
* Prohibits any Thievery Operations
 +
* Annul Hostile Meter
 +
<br /><br />
 +
'''End Of War Ceasefire'''
  
The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.
+
+
 +
* Min 12 U-Days
 +
* Max 96 U-Days
 +
* +500% birth rate
 +
* 30% reduction in training costs of all troops.
 +
* Draft cost reduced 50%
 +
* Combined with War Relations
 +
* Separate annul the Relations (War and CF)
 +
* All land currently out with armies at war end returns home immediately.
 +
* Instant population growth of 20% of your max pop if you are under 50% of your max pop
  
Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.
 
  
Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
 
  
Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
+
|
 +
* No Effects
 +
|
 +
To opposite Kingdom :
 +
* Unlocks (Unfriendly/Hostile/War) spells
 +
* Unlocks (Unfriendly/Hostile/War) thievery operations
 +
|
 +
* +10% Combat Gains
 +
* Increases the Networth Range of the Conquest Attack
 +
* Mana costs for offensive spells reduced to 2%
 +
* Stealth costs for offensive ops reduced to 2%
  
The war room will be updated to better help players calculate their attacks. I'll provide more detail on this when I have it.
+
|
 +
<p style="text-align:center;">'''Immediate Effects'''</p>
 +
* Annul Hostile Meter with everyone
 +
----
 +
''Benefits''
 +
* -10% Attack Time
 +
* Enhanced Massacre Destroys Buildings
 +
* +10% Combat Gains
 +
* Mana costs for offensive spells reduced to 2%
 +
* Stealth costs for offensive ops reduced to 2%
 +
----
 +
''Penalties''
 +
* +100% Exploration Costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
 +
<br />
 +
<p style="text-align:center;">'''After 12 Hours (12 Utopian Days)'''</p>
 +
''Benefits''
 +
*-20% Attack Time
 +
<br />
 +
<p style="text-align:center;">'''After 24 Hours (1 [[Utopia_Time|Utopian Month]])'''</p>
 +
''Benefits''
 +
* -25% Military Losses
 +
* -25% Military Training Time
 +
* No Distance Penalties for Attacks
 +
* -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)
 +
|}
  
Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).
+
=Dragon's Table=
  
Espionage operations will be able to be conducted through in game ceasefires.
+
{| {{GreenTable}}
 +
|-
 +
! {{DarkGreenRow}} colspan="4" | Dragon Type
  
Monarch bonuses will be removed
+
|- {{LightGreenCell}}
 +
! width="25%" | Emerald
 +
! width="25%" | Sapphire
 +
! width="25%" | Gold
 +
! width="25%" | Ruby
  
Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
+
|- bgcolor="#f9fafb" style="vertical-align:top"
 +
|
 +
+15% Combat Losses
 +
-15% Gains
 +
|
 +
-30% Thievery & Magic Effectiveness
 +
|
 +
-25% from Building Efficiency
 +
|
 +
-8% from Military Efficiency
  
The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.
+
|-
 +
| bgcolor="#f9fafb" colspan="4" | All dragons result in 10% lower income and the loss of 20% of new draftees.  
 +
|}
  
Honor phase-in at age start has had the amount per tick doubled and the overall time halved.
 
  
  
 
{{Ages}}
 
{{Ages}}

Latest revision as of 17:06, 10 September 2013

Age 56
Name:

Strength in Union

Number:

56

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

16 November 2012

End:

12 February 2013

Duration (in days):

88


Strength in Union (Age 56) - finished Age on World of Legends server.

Changes in brief

Race's Changes

  • Dwarves
    • Spells: Fanaticism, Fools Gold, Clearsight (removed QuickFeet)
  • Elves
    • Spells: Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet
  • Faeries
    • + 20% WPA and TPA
    • - 50% effects from honor
    • (lost population penalty)
  • Halflings
    • -10% birthrate (down from -15%)
    • Invisibility, Town Watch, Aggression
    • Elite: 4/5, 400gc, 5NW
  • Humans
    • +10% Population (up from 5%)
  • Orcs
    • + 30% Gains (up from +20%)
    • Spells: Bloodlust, Fanaticism, Reflect Magic (lost Aggression)
    • Elite: 7/1, 800gc, 5.75NW
  • Undead
    • - 20% science effectiveness (down from -25%)

Personality's Changes

  • The Sage
    • Generates 1 point of science for every 4 acres (was 0)
    • (Lost plague immunity)
  • The Cleric
    • (Lost revives dead troops)
  • The War Hero
    • Immune to dragon effects
    • (Lost ambush protection)

Game mechanic changes

  • The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.
  • Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.
  • Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
  • Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
  • The war room will be updated to better help players calculate their attacks. I'll provide more detail on this when I have it.
  • Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).
  • Espionage operations will be able to be conducted through in game ceasefires.
  • Monarch bonuses will be removed
  • Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
  • The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.
  • Honor phase-in at age start has had the amount per tick doubled and the overall time halved.

Races

 Avians  Dwarves  Elves  Faeries
  • - 30% Attack Time
  • + 20% Sabotage Damage
  • + 20% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 30% Spell Damage (Instant Spells)
  • + 1 Mana Recovery / Tick in war
  • + 50 % WPA
  • + 1 Defence Specialist Strength
  • + 30 % Spell Damage (Instant Spells)
  • + 20 % Sabotage Damage
  • + 20 % WPA and TPA

Town Watch, Vermin, Mystic Aura

Fanaticism, Fools Gold, Clearsight

Pitfalls, Mages Fury, Amnesia, Nightmare, Quickfeet

Access to All Racial Spells

  • - 10% Attack Gains
  • No Access to Stables
  • + 50% Food Consumption
  • Can't use Accelerated Construction
  • - 50% effects from honor
  • - 3 Generals

Elite: 6/3, 700gc, 5.25NW

Elite: 6/2, 650gc, 5NW

Elite: 5/3, 650gc, 4.75NW

Elite: 3/6, 800gc, 6NW

 
 Halflings  Humans  Orcs  Undead
  • + 50 % TPA
  • + 1 Stealth Recovery / Tick
  • - 50 % Thief Cost
  • Soldiers: 2/2 (3NW)
  • + 10 % Population
  • + 30 % Sabotage Damage
  • + 40 % Spell Damage (Instant Spells)
  • + 1 Offense Specialist Strength
  • + 30 % Gains
  • Earns Elite Credits
  • - 50% Offensive losses on attacks you make
  • Converts some Specialists into Elites on successful land attacks
  • Spreads and is Immune to The Plague
  • No Food Required

Invisibility, Town Watch,Aggression

Tree of Gold, Fountain of Knowledge, War Spoils

Bloodlust, Fanaticism, Reflect Magic

Greater Protection, Town Watch, Animate Dead, Chastity

  • - 10 % Birthrate
  • - 75 % Combat Instant Spell Damage and Duration
  • - 75 % Sabotage Damage
  • - 20% science effectiveness

Elite: 4/5, 400gc, 5NW

Elite: 4/4, 600gc, 4NW

Elite: 7/1, 800gc, 5.75NW

Elite: 7/2, 1000gc, 6NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • + 30 % Income
  • - 50 % Money Losses from Plunders
  • Immunity to Income Penalties
  • + 30 % Science Effectiveness
  • - 66 % Losses on Learn Attacks
  • Every 4 acres generate 1 science point
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • Each Thieves' Den functions as Two
  • Access to Meteor Showers spell
  • All Guilds and Towers are twice as effective
  • + 50 % Spell Duration (For Duration Spells Only)
  • + 1 mana per tick in War
 
 Warrior  Tactician  Cleric  War Hero
  • + 1 General
  • + 15% OME in war
  • Enhanced Conquest range
  • Gain 50 % more Specialist and Building Credits
  • - 15% Attack Time
  • Accurate Espionage (in war)
  • - 50% Own Casualties
  • + 50% more bonuses from honor
  • - 50% draft cost
  • - 50% train time
  • Immune to all dragon effects


Stances

Stances
Normal Aggressive Fortified
  • No Effects
  • +10% Combat Gains
  • 10% Lower Attack Time


  • +30% Military Wages
  • +10% Military losses
  • -50% gains hitting in (slides in over a period of 24 hours)
  • -50% gains and effectiveness on magic and thievery ops in (slides in over a period of 24 hours)
  • -25% Military training time and cost
  • +25% draft speed
  • -25% Construction time and cost


  • 4 days maximum duration
  • -50% gains hitting out
  • -50% gains and effectiveness on magic and thievery ops in
  • +100% Explore costs
  • No Paradise spell available
  • Science limited to "Active"

Relations

Inter-Kingdoms' Relations
Ceasefire Normal Unfriendly Hostile War
  • Prohibits any Attacks
  • Prohibits any Spells
  • Prohibits any Thievery Operations
  • Annul Hostile Meter



End Of War Ceasefire

+

  • Min 12 U-Days
  • Max 96 U-Days
  • +500% birth rate
  • 30% reduction in training costs of all troops.
  • Draft cost reduced 50%
  • Combined with War Relations
  • Separate annul the Relations (War and CF)
  • All land currently out with armies at war end returns home immediately.
  • Instant population growth of 20% of your max pop if you are under 50% of your max pop


  • No Effects

To opposite Kingdom :

  • Unlocks (Unfriendly/Hostile/War) spells
  • Unlocks (Unfriendly/Hostile/War) thievery operations
  • +10% Combat Gains
  • Increases the Networth Range of the Conquest Attack
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Immediate Effects

  • Annul Hostile Meter with everyone

Benefits

  • -10% Attack Time
  • Enhanced Massacre Destroys Buildings
  • +10% Combat Gains
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Penalties

  • +100% Exploration Costs
  • No Paradise spell available
  • Science limited to "Active"


After 12 Hours (12 Utopian Days)

Benefits

  • -20% Attack Time


After 24 Hours (1 Utopian Month)

Benefits

  • -25% Military Losses
  • -25% Military Training Time
  • No Distance Penalties for Attacks
  • -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)

Dragon's Table

Dragon Type
Emerald Sapphire Gold Ruby

+15% Combat Losses -15% Gains

-30% Thievery & Magic Effectiveness

-25% from Building Efficiency

-8% from Military Efficiency

All dragons result in 10% lower income and the loss of 20% of new draftees.


Ages
Ages 1998 - 1999 : The first generation of Utopia (1)  • The Second Age of Utopia (2)  • The Third Age of Utopia (3)  • The Fourth Age of Utopia (4)  • The Fifth Age of Utopia (5)  • The Sixth Age of Utopia (6)  •

2000 - 2001 : The Seventh Age of Utopia (7)  • The Age of Chaos (8)  • The Renaissance Age (9)  • The Age of Conflict (10)  • The Age of Nobility (11)  • The Era of Magic (12)  • The Era of Mystery (13)  • The Era of Strife (14)  •

2002 - 2003 : The Age of Valour (15)  • The Age of Discovery (16)  • The Age of the People (17)  • The Age of Heroes (18)  • An Era of Hope (19)  • An Age of Dreams (20)  • An Age of Wonders (21)  • An Age of Conquerors (22)  • The Revolution (23)  •

2004 - 2005 : An Age of Glory (24)  • An Age of Tranquility (25)  • An Age of Turmoil (26)  • An Age of Courage (27)  • An Age of Intrigue (28)  • An Age of War (29)  • An Age of Unity (30)  •

2006 - 2007 : An Age of Reason (31)  • An Age of Kings (32)  • An Age of Prosperity (33)  • The Age of the Dragon (34)  • An Age of Triumph (35)  • An Age of Bravery (36)  • The Age of Darkness (37)  •

2008 - 2009 : The Age of Angels (38)  • The Age of the Scholar (39)  • The Awakening (40)  • The Age of Renewal (41)  • The Age of Hope (42)  • The Age of Rebirth (43)  • The Age of Change (44)  • The Age of Light (45)  •

2010 - 2011 : The Age of Distinction (46)  • The Age of Justice (47)  • The Age of Peril (48)  • The Age of Conspiracy (49)  • The Age of Resurrection (50)  • The Age of Domination (51)  • An Era of Supremacy (52)  •

2012 - 2013 : The Age of Havoc (53)  • A Call to Arms (54)  • Veil of Shadows (55)  • Strength in Union (56)  • Relentless Onslaught (57)  • Art of War (58)  • An Honorable Proposition (59)  • A Battle Joined (60)  •

2014 - 2015 : Age of Destruction (61)  • Books of War (62)  • Iron Walls, Iron Heart (63)  • The Spoils of War (64)  • The Isles of Legion (65)  • Thunder and Bedlam (66)  •

2016 - 2017 : The Age of Perception (67)  • The Age of Heresy (68)  • The Age of Scholars and Scoundrels (69)  • The Age of Daunting Judgement (70)  • The Metamorphosis (71)  • The Era of Venerated Bastions (72)  • The Age of Tricksters and Mischief (73)  • The Age of Affinity (74)  •

2017 - 2018 : The Age of Empowering Enchantments (75)  • The Age of the Empyrean Advent (76)  • The Age of Accession and Abrogation (77)  • The Age of Insight (78)  • The Age of Vanguards Acquiescence (79)  •

2019 - 2020 : The Age of Reconnaissance (80)  • The Emergence (81)  • The Grimoires of Glory (82)  • Age of Adjudication (83)  • Bethink the Fray (84)  • Intuition (85)  • Global Viction (86)  • Age of the Sword (87)  • Swift Strife (88)  • Reformation (89)

2021 - 2022 : Age of Exile 90  • Age of Remembrance 91  • Age of Ancestry 92  • Occult Ordination 93  • Ascent 94  • Age of the Omen 95  • The Eternal Rift 96  • Dominance 97  • Keen Transformation 98  •

2023 - 2024 : Crossing Boundaries 99  • Equilibrium 100  • Crusades 101  • Godsend 102  • Unbound Dominion 103  • Renascence 104  • Devout Fervor 105