Difference between revisions of "Age 58"

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|name= The Art of War
 
|name= The Art of War
 
|number= 58
 
|number= 58
|status= online
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
|start= 13 February 2012
+
|start= 6 June 2013
|end= not yet
+
|end= 10 September 2013
 
|duration=  
 
|duration=  
 
}}
 
}}
  
 +
'''The Art of War''' (Age 58) - finished [[Age]] on [[World of Legends]] server.
  
'''The Art of War''' (Age 58) - current [[Age]] on [[World of Legends]] server.
 
  
 +
=Changes in brief=
  
=Changes in brief=
+
==Race's Changes==
  
Race (see previous info by clicking "show text")
+
*Avians
 +
** -30% attack time (was -25%)
 +
** +25% Sabotage damage (was -20%)
 +
** -25% birth rate (was -20%)
  
Avians
+
*Dwarves
-30% attack time
+
** +25% Building Efficiency (was +20%)
  +25% Sabotage damage
+
** +50% Food Consumption (was +75%)
 +
** Elite: 6/2, 750gc, 5NW
 +
   
 +
*Elves
 +
** +50% WPA (was +30%)
  
-25% birth rate
+
*Faeries
  No Access to Stables
+
** +20% Spell Damage (Instant Spells) (was +40%)
 +
** +20% Sabotage damage (was +30%)
 +
** new +10% TPA
 +
** new +10% WPA
 +
** Elite: 3/6, 1000gc, 6NW
 +
   
 +
*Halflings
 +
** +50% TPA (was +40%)
  
Town Watch, Vermin, Mystic Aura
+
*Humans
Elite: 6/3, 650gc, 5.25NW
+
** +8% Population (was +10%)
 +
** +30% Sabotage damage (was +20%)
 +
** Elite: 4/4, 800gc, 4NW
 
   
 
   
 +
*Orcs
 +
** +30% Gains (was +25%)
  
 +
*Undead
 +
** -20% Science Effectiveness (was -30%)
  
Dwarves
+
==Personality's Changes==
+25% Building Efficiency
 
Free Building Construction
 
Can use credits to raze buildings
 
+20% Spell Damage (Instant Spells)
 
  
+50% Food Consumption
+
*The Merchant
Can't use Accelerated Construction
+
** Gain 40% more Specialist and Building Credits (was 20%)
  
Fanaticism, Fools Gold, Quick Feet
+
*The Sage
Elite: 6/2, 600gc, 5NW
+
** -20% cost of science (was -25%)
 +
 
 +
*The Warrior
 +
** +15% OME in war (was +20%)
 +
** Reawaken 30% Casualties (was 50%)
 
   
 
   
 +
*The Cleric
 +
** -30% Your Military Casualties (on attack or defense) (was -50%)
 +
 +
==Game mechanic changes==
 +
 +
* Exploring
 +
** Pool growth will be changed from 100 a tick to 50. Decay will be reduced to .25% per tick. In addition to the pool not decaying in war it will not decay if it is less than 10,000 acres.
 +
** The explore formula curve will be modified so as to push out the curve. We will continue to utilise relative size to modify costs.
 +
** The War Win chart formula will be updated to utilise your opponents war wins, as well as relative networth.
 +
 +
 +
*Usability features
 +
** Intel Store
 +
***[[Arcadia Games|We]] will add a Intel repository for players to store basic information on a province, such as defense and active ops on them with duration remaining. Intel will disappear after 24 hours unless its updated. You can see this information in a tab on the kingdom page of your enemy.
 +
**Province target finder
 +
***[[Arcadia Games|We]] will incorporate a province filter. Players can select all or particular races to view and the game will automatically display the 10 closest provinces both larger and smaller than your province. The data is collected from the games charts, which will now update every 2 hours. You can see this information in a tab on your war room.
 +
 +
=Races=
 +
 +
 +
<!-- 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.
  
 +
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 = Race's name
 +
  #b = Race's advantages
 +
  #c = Race's disadvantages
 +
  #d = Race's spell book
 +
  #e = Race's elite strength and cost
  
Elves
+
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
+1 Mana Recovery in war
+
-->
  +50% WPA
 
+1 defence specialist strength
 
  
Pitfalls, Mages Fury, Amnesia, Nightmare
+
{{rtt 8
Elite: 5/3, 650gc, 4.75NW
+
| 1a = Avians
+
| 1b =
 +
* - 30% Attack Time
 +
* + 25% Sabotage Damage
 +
| 1c =
 +
* - 25% Birth Rate
 +
* No Access to Stables
 +
| 1d = Town Watch, Vermin, Mystic Aura
 +
| 1e = Elite: 6/3, 650gc, 5.25NW
  
 +
| 2a = Dwarves
 +
| 2b =
 +
* + 25% Building Efficiency
 +
* Free Building Construction
 +
* Can use credits to raze buildings
 +
* + 20% Spell Damage (Instant Spells)
 +
| 2c =
 +
* + 50% Food Consumption
 +
* Can't use Accelerated Construction
 +
| 2d = Fanaticism, Fools Gold, Quickfeet
 +
| 2e = Elite: 6/2, 600gc, 5NW
  
Faeries
+
| 3a = Elves
+20% Spell Damage (Instant Spells)
+
| 3b =
+20% Sabotage damage
+
* + 1 Mana Recovery / Tick in war
+10% TPA
+
* + 50 % WPA
+10% WPA
+
* + 1 Defence Specialist Strength
 +
| 3c =
  
-3 generals
+
| 3d = Pitfalls, Mages Fury, Amnesia, Nightmare
-50% effects from honor
+
| 3e = Elite: 5/3, 650gc, 4.75NW
  
Access to All Racial Spells
+
| 4a = Faeries
Elite: 3/6, 1000gc, 6NW
+
| 4b =
+
* + 20 % Spell Damage (Instant Spells)
 +
* + 20 % Sabotage Damage
 +
* + 10% TPA
 +
* + 10% WPA
  
 +
| 4c =
 +
* - 50% effects from honor
 +
* - 3 Generals
 +
| 4d = Access to All Racial Spells
 +
| 4e = Elite: 3/6, 1000gc, 6NW
  
Halflings
+
| 5a = Halflings
+50% TPA
+
| 5b =
+1 stealth
+
* + 50 % TPA
-50% thief cost
+
* + 1 Stealth Recovery / Tick
 +
* - 50 % Thief Cost
 +
* Soldiers: 2/2 (3NW)
 +
| 5c =
 +
* - 15 % Attack Gains
 +
| 5d = Invisibility, Town Watch, Aggression, Animate Dead
 +
| 5e = Elite: 5/5, 500gc, 5.5NW
  
-15% Attack Gains
+
| 6a = Humans
 +
| 6b =
 +
* + 8 % Population
 +
* + 30 % Sabotage Damage
 +
* + 30 % Spell Damage (Instant Spells)
 +
* + 1 Offense Specialist Strength
 +
| 6c =
 +
| 6d = Tree of Gold, Fountain of Knowledge, War Spoils
 +
| 6e = Elite: 4/4, 800gc, 4NW
  
 +
| 7a = Orcs
 +
| 7b =
 +
* + 30 % Gains
 +
* Earns Elite Credits
 +
| 7c =
 +
* - 50 % Combat Instant Spell Damage and Duration
 +
* - 50 % Sabotage Damage
 +
| 7d = Bloodlust, Fanaticism, Reflect Magic
 +
| 7e = Elite: 7/1, 800gc, 5.75NW
  
Invisibility, Town Watch, Aggression, Animate Dead
+
| 8a = Undead
Soldiers: 2/2; Elite: 5/5, 500gc, 5.5NW
+
| 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 =
 +
* Basic Thievery (Intel operations only)
 +
* - 20% science effectiveness
 +
| 8d = Greater Protection, Town Watch, Chastity, Clearsight
 +
| 8e = Elite: 7/2, 1000gc, 6NW
 +
}}
  
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
  
Humans
+
=Personalities=
+8% Population
 
+30% Sabotage damage
 
+30% Spell Damage (Instant Spells)
 
+1 Offense specialist strength
 
  
Tree of Gold, Fountain of Knowledge, War Spoils
 
Elite: 4/4, 800gc, 4NW
 
 
  
 +
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
 +
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.
  
Orcs
+
Each number corresponds to a major cell position reading left-right, top-bottom
  +30% Gains
+
  Each letter corresponds to segments within each cell, which should be organised as follows:
Earns Elite Credits
+
  #a = Personality's name
 +
  #b = Personality's attributes
  
  -50% Combat Instant Spell Damage and Duration
+
  When listing attributes, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
-50% Sabotage Damage
+
-->
  
  Bloodlust, Fanaticism, Reflect Magic
+
{{ptt 8
Elite: 7/1, 800gc, 5.75NW
+
| 1a = Merchant
+
| 1b =  
 +
* + 20 % Income
 +
* - 50 % Money Losses from Plunders
 +
* Gain 40% more Specialist and Building Credits
  
 +
| 2a = Sage
 +
| 2b =
 +
* + 25 % Science Effectiveness
 +
* - 50 % Losses on Learn Attacks
 +
* - 20% cost of science
  
Undead
+
| 3a = Rogue
-50% Offensive losses on attacks you make
+
| 3b =
Converts some Specialists into Elites on successful land attacks
+
* + 1 Stealth Recovery / Tick
Spreads and is Immune to The Plague
+
* Access to all Thievery Operations
No Food Required
+
* Each Thieves' Den functions as Two
  
Basic Thievery (Intel operations only)
+
| 4a = Mystic
-20% Science Effectiveness
+
| 4b =
 +
* Access to Meteor Showers spell
 +
* All Guilds and Towers are twice as effective
 +
* + 30 % Spell Duration (For Duration Spells Only)
 +
* + 1 mana per tick in War
  
Greater Protection, Town Watch, Chastity, Clearsight
+
| 5a = Warrior
Elite: 7/2, 1000gc, 6NW
+
| 5b =
+
* Reawaken 30% Casualties
 +
* + 15% OME in war
 +
* Enhanced Conquest range
  
 +
| 6a = Tactician
 +
| 6b =
 +
* Ambush Immunity
 +
* - 15% Attack Time
 +
* Accurate Espionage (in war)
  
 +
| 7a = Cleric
 +
| 7b =
 +
* - 30% Own Casualties
 +
* + 1 General
  
Personality Changes
+
| 8a = War Hero
 +
| 8b =
 +
* + 50% more bonuses from honor
 +
* - 50% train time
 +
* Immune to all dragon effects
 +
* Immune to The Plague
 +
}}
  
The Merchant
+
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
+20% Income
 
-50% Money Losses on Plunder Attacks
 
Gain 40% more Specialist and Building Credits
 
 
  
 +
=Stances=
  
  
The Sage
+
{| {{GreenTable}}
+25% Science effectiveness
+
|- {{DarkGreenRow}}
-20% cost of science
+
! width="100%" colspan="3" | Stances
-50% Losses on Learn Attacks
 
 
  
 +
|- {{LightGreenCell}}
 +
! width="25%" | Normal
 +
! width="25%" | Aggressive
 +
! width="25%" | Fortified
  
The Rogue - no change
+
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
+1 Stealth recovery per tick
+
|
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+
* No Effects
Thieves Dens are twice as effective (subject to DBE)
+
|
 +
* +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 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 on magic and thievery ops out
 +
* +500% Explore costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
  
The Mystic - no change
+
|}
Access to Meteor Showers
 
All Guilds and Towers are twice as effective
 
+30% Spell Duration (For Duration Spells Only)
 
+1 mana per tick in War
 
  
The Warrior
+
=Relations=
+15% OME in war
 
Reawaken 30% Casualties
 
Enhanced Conquest range
 
 
  
  
The Tactician - no change
+
{| {{GreenTable}}
-15% Attack Time
+
|- {{DarkGreenRow}}
Immune to Ambush
+
! width="100%" colspan="5" | Inter-Kingdoms' Relations
Accurate Espionage (in war)
 
  
The Cleric
+
|- {{LightGreenCell}}
-30% Your Military Casualties (on attack or defense)
+
! width="15%" | Ceasefire
+1 General
+
! width="10%" | Normal
+
! width="20%" | Unfriendly
 +
! width="25%" | Hostile
 +
! width="30%" | War
  
 +
|- 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 War Hero - no change
+
+
+50% more bonuses from honor
+
* Min 12 U-Days
-50% train time
+
* Max 96 U-Days
Immune to Dragon effects
+
* +500% birth rate
Immune to The Plague
+
* 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
  
  
Mechanic Changes
 
  
Exploring
+
|
Pool growth will be changed from 100 a tick to 50. Decay will be reduced to .25% per tick. In addition to the pool not decaying in war it will not decay if it is less than 10,000 acres.
+
* 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 explore formula curve will be modified so as to push out the curve. We will continue to utilise relative size to modify costs.
+
|
 +
<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''
 +
* +500% 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)
 +
|}
  
The War Win chart formula will be updated to utilise your opponents war wins, as well as relative networth.
+
=Dragon's Table=
  
  
Usability features
+
{| {{GreenTable}}
 +
|-
 +
! {{DarkGreenRow}} colspan="4" | Dragon Type
  
Intel Store
+
|- {{LightGreenCell}}
We will add a Intel repository for players to store basic information on a province, such as defense and active ops on them with duration remaining. Intel will disappear after 24 hours unless its updated. You can see this information in a tab on the kingdom page of your enemy.
+
! width="25%" | Emerald
 +
! width="25%" | Sapphire
 +
! width="25%" | Gold
 +
! width="25%" | Ruby
  
 +
|- bgcolor="#f9fafb" style="vertical-align:top"
 +
|
 +
+15% Combat Losses
 +
-15% Gains
 +
|
 +
-30% Thievery & Magic Effectiveness
 +
|
 +
-25% from Building Efficiency
 +
|
 +
-8% from Military Efficiency
  
 +
|-
 +
| bgcolor="#f9fafb" colspan="4" | All dragons result in 10% lower income and the loss of 20% of new draftees.
 +
|}
  
Province target finder
 
We will incorporate a province filter. Players can select all or particular races to view and the game will automatically display the 10 closest provinces both larger and smaller than your province. The data is collected from the games charts, which will now update every 2 hours. You can see this information in a tab on your war room.
 
  
  
 
{{Ages}}
 
{{Ages}}

Latest revision as of 17:07, 10 September 2013

Age 58
Name:

The Art of War

Number:

58

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

6 June 2013

End:

10 September 2013

Duration (in days):


The Art of War (Age 58) - finished Age on World of Legends server.


Changes in brief

Race's Changes

  • Avians
    • -30% attack time (was -25%)
    • +25% Sabotage damage (was -20%)
    • -25% birth rate (was -20%)
  • Dwarves
    • +25% Building Efficiency (was +20%)
    • +50% Food Consumption (was +75%)
    • Elite: 6/2, 750gc, 5NW
  • Elves
    • +50% WPA (was +30%)
  • Faeries
    • +20% Spell Damage (Instant Spells) (was +40%)
    • +20% Sabotage damage (was +30%)
    • new +10% TPA
    • new +10% WPA
    • Elite: 3/6, 1000gc, 6NW
  • Halflings
    • +50% TPA (was +40%)
  • Humans
    • +8% Population (was +10%)
    • +30% Sabotage damage (was +20%)
    • Elite: 4/4, 800gc, 4NW
  • Orcs
    • +30% Gains (was +25%)
  • Undead
    • -20% Science Effectiveness (was -30%)

Personality's Changes

  • The Merchant
    • Gain 40% more Specialist and Building Credits (was 20%)
  • The Sage
    • -20% cost of science (was -25%)
  • The Warrior
    • +15% OME in war (was +20%)
    • Reawaken 30% Casualties (was 50%)
  • The Cleric
    • -30% Your Military Casualties (on attack or defense) (was -50%)

Game mechanic changes

  • Exploring
    • Pool growth will be changed from 100 a tick to 50. Decay will be reduced to .25% per tick. In addition to the pool not decaying in war it will not decay if it is less than 10,000 acres.
    • The explore formula curve will be modified so as to push out the curve. We will continue to utilise relative size to modify costs.
    • The War Win chart formula will be updated to utilise your opponents war wins, as well as relative networth.


  • Usability features
    • Intel Store
      • We will add a Intel repository for players to store basic information on a province, such as defense and active ops on them with duration remaining. Intel will disappear after 24 hours unless its updated. You can see this information in a tab on the kingdom page of your enemy.
    • Province target finder
      • We will incorporate a province filter. Players can select all or particular races to view and the game will automatically display the 10 closest provinces both larger and smaller than your province. The data is collected from the games charts, which will now update every 2 hours. You can see this information in a tab on your war room.

Races

 Avians  Dwarves  Elves  Faeries
  • - 30% Attack Time
  • + 25% Sabotage Damage
  • + 25% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 20% Spell Damage (Instant Spells)
  • + 1 Mana Recovery / Tick in war
  • + 50 % WPA
  • + 1 Defence Specialist Strength
  • + 20 % Spell Damage (Instant Spells)
  • + 20 % Sabotage Damage
  • + 10% TPA
  • + 10% WPA

Town Watch, Vermin, Mystic Aura

Fanaticism, Fools Gold, Quickfeet

Pitfalls, Mages Fury, Amnesia, Nightmare

Access to All Racial Spells

  • - 25% Birth Rate
  • No Access to Stables
  • + 50% Food Consumption
  • Can't use Accelerated Construction
  • - 50% effects from honor
  • - 3 Generals

Elite: 6/3, 650gc, 5.25NW

Elite: 6/2, 600gc, 5NW

Elite: 5/3, 650gc, 4.75NW

Elite: 3/6, 1000gc, 6NW

 
 Halflings  Humans  Orcs  Undead
  • + 50 % TPA
  • + 1 Stealth Recovery / Tick
  • - 50 % Thief Cost
  • Soldiers: 2/2 (3NW)
  • + 8 % Population
  • + 30 % Sabotage Damage
  • + 30 % 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, Animate Dead

Tree of Gold, Fountain of Knowledge, War Spoils

Bloodlust, Fanaticism, Reflect Magic

Greater Protection, Town Watch, Chastity, Clearsight

  • - 15 % Attack Gains
  • - 50 % Combat Instant Spell Damage and Duration
  • - 50 % Sabotage Damage
  • Basic Thievery (Intel operations only)
  • - 20% science effectiveness

Elite: 5/5, 500gc, 5.5NW

Elite: 4/4, 800gc, 4NW

Elite: 7/1, 800gc, 5.75NW

Elite: 7/2, 1000gc, 6NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • + 20 % Income
  • - 50 % Money Losses from Plunders
  • Gain 40% more Specialist and Building Credits
  • + 25 % Science Effectiveness
  • - 50 % Losses on Learn Attacks
  • - 20% cost of science
  • + 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
  • + 30 % Spell Duration (For Duration Spells Only)
  • + 1 mana per tick in War
 
 Warrior  Tactician  Cleric  War Hero
  • Reawaken 30% Casualties
  • + 15% OME in war
  • Enhanced Conquest range
  • Ambush Immunity
  • - 15% Attack Time
  • Accurate Espionage (in war)
  • - 30% Own Casualties
  • + 1 General
  • + 50% more bonuses from honor
  • - 50% train time
  • Immune to all dragon effects
  • Immune to The Plague


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 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 on magic and thievery ops out
  • +500% 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

  • +500% 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