Difference between revisions of "Age 59"

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{{Infobox_Age
 
{{Infobox_Age
|name= not named yet
+
|name= An Honorable Proposition
 
|number= 59
 
|number= 59
|status= conceivable
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
|start= not yet
+
|start= 13 September 2013
|end=
+
|end=13 December 2013
 
|duration=  
 
|duration=  
 
}}
 
}}
  
  
(Age 59) - next nearest [[Age]] on [[World of Legends]] server.
+
'''An Honorable Proposition''' (Age 59) - finished [[Age]] on [[World of Legends]] server.
  
  
 
=Changes in brief=
 
=Changes in brief=
  
=Proposed changes=
+
== Race's Changes ==
  
Start of Age 59 Protection: Friday 13th September, 18.00 GMT
+
* Avians
End of Age 59 Protection: Monday 16th September, 18.00 GMT
+
** +30% Birth Rate (was +25%)
 +
** lost - 25% Birth Rate
 +
** Spells: Fanaticism, Greater Protection
 +
** Elite: 6/2, 525gc, 5NW
  
Race Changes
+
* Dwarves
 +
** +30% Building Efficiency (was +25%)
 +
** lost + 20% Spell Damage (Instant Spells)
 +
** lost + 50% Food Consumption
 +
** new -10% attack gains
 +
** Spells: Fools Gold, Quick Feet
 +
** Elite: 6/3, 700gc, 5.25NW
  
Avians
+
* Elf
-30% Attack Time
+
** +30% wpa (was + 50 %)
+30% Birth Rate
+
** new Revives dead troops
 +
** new -50% defensive losses
 +
** lost + 1 Defence Specialist Strength
 +
** lost + 1 Mana Recovery / Tick in war
 +
** Spells: Nightmares, Amnesia, Pitfalls, Mages Fury
 +
** Elite: 5/3, 600gc, 5NW
  
No Access to Stables
+
* Faery
 +
** +20% Spell damage (instant spells)
 +
** +20% Sabotage damage
 +
** lost + 10% TPA
 +
** lost + 10% WPA
 +
** lost - 50% effects from honor
 +
** lost - 3 Generals
 +
** Elite: 3/5, 800gc, 5.25NW
  
Fanaticism, Greater Protection
+
* Halflings
Elite: 6/2, 525gc, 5NW
+
** new +10% population
 +
** lost + 1 Stealth Recovery / Tick
 +
** -20% Birth Rate (was -15%)
 +
** lost - 15 % Attack Gains
 +
** Soldiers: 2/2 Elite: 4/4, 300gc, 4NW
  
 +
* Human
 +
** new +30% Science Effectiveness
 +
** new -10% population
 +
** lost + 8 % Population
 +
** lost + 30 % Sabotage Damage
 +
** lost + 30 % Spell Damage (Instant Spells)
 +
** lost + 1 Offense Specialist Strength
 +
** Spells: Tree of Gold, Fountain of Knowledge, Clear Sight
 +
** Elite: 6/4, 1000gc 5.5NW
  
Dwarves
+
* Orcs
+30% Building Efficiency
+
** new Free draft
Free Building Construction
+
** new +15% Enemy casualties when attacking
Can use credits to raze buildings
+
** new + 15% Enemy casualties when attacking
 +
** new -20% science effectiveness
 +
** lost Earns Elite Credits
 +
** lost - 50 % Combat Instant Spell Damage and Duration
 +
** lost - 50 % Sabotage Damage
 +
** Spells: Reflect Magic
 +
** Elite: 7/1, 700gc, 5.75NW
  
-10% attack gains
+
* Undead
  Can't use Accelerated Construction
+
** lost - 20% science effectiveness
 +
** new -1 General
 +
** Spells: Town Watch
  
Fools Gold, Quick Feet
+
== Personality's Changes ==
Elite: 6/3, 700gc, 5.25NW
 
  
 +
* The Merchant
 +
** Gain 50% more Specialist and Building Credits (was 40%)
 +
** lost - 50 % Money Losses from Plunders
  
Elf
+
* The Sage
+30% wpa
+
** new Every 4 acres generates 1 book
Revives dead troops
+
** -50% cost of science (was -25%)
-50% defensive losses
+
** lost + 25 % Science Effectiveness
 +
** lost - 50 % Losses on Learn Attacks
  
Nightmares, Amnesia, Pitfalls, Mages Fury
+
* The Rogue
Elite: 5/3, 600gc, 5NW
+
** lost Each Thieves' Den functions as Two
  
 +
* The Mystic
 +
** lost + 30 % Spell Duration (For Duration Spells Only)
  
Faery
+
* The Warrior
+20% Spell damage (instant spells)
+
** new +1 General
+20% Sabotage damage
+
** +10% OME in war (was 15%)
 +
** lost Reawaken 30% Casualties
  
All racial spells
+
* The Tactician
Elite: 3/5, 800gc, 5.25NW
+
** lost Ambush Immunity
  
 +
* The Cleric
 +
** -50% Your Military Casualties (on attack or defense) (was 30%)
 +
** lost + 1 General
  
Halfer
+
* The War Hero
+10% population
+
** lost + 50% more bonuses from honor
+50% TPA
 
-50% thief cost
 
  
-20% Birth Rate
+
==Game mechanic changes==
  
Invisibility, Town Watch, Aggression, Animate Dead
+
* Explore formula: We've moved away from an exponential formula to something that is curved more gently. Increases and reductions to cost based on a provinces size relative to the kingdom are still in effect.
Soldiers: 2/2 Elite: 4/4, 300gc, 4NW
 
  
 +
* Honor: The formulas have been changed significantly both in war and out of war and on ops and attacks. Honor gains and losses should be a less spikey and honor gains out of war are increased.
 +
** [* ]Population mod on honor is reduced to 1%
 +
** Attacking honor gains/losses in war have been reduced
 +
** Attacking honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
 +
** Op and spell honor gains/losses in war have been unchanged
 +
** Op and spell honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
 +
** The honor gains curve has been significantly changed to address top/bottom feeding issues
  
Human
+
* TF/Intel display: Columns will be sortable where applicable and you can filter out provinces in war.
+30% Science Effectiveness
 
  
  -10% population
+
* Sitting: The minimum is changed from 3 days to 1 day.
  
Tree of Gold, Fountain of Knowledge, Clear Sight
+
* War Win Chart: New formula in effect that considers your opponents war wins.
Elite: 6/4, 1000gc 5.5NW
 
  
 +
* Hostile meter: Reduced to from 200 points to 150.
  
Orcs
+
=Races=
+30% Attack Gains
 
Free draft
 
+15% Enemy casualties when attacking
 
  
  -20% science effectiveness
+
<!-- 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.
  
  Reflect Magic
+
  Each number corresponds to a major cell position reading left-right, top-bottom
  Elite: 7/1, 700gc, 5.75NW
+
  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
  
 +
When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 +
-->
  
Undead
+
{{rtt 8
-50% Offensive losses on attacks you make
+
| 1a = Avians
Converts some Specialists into Elites on successful land attacks
+
| 1b =
Spreads and is Immune to The Plague
+
* - 30% Attack Time
No Food Required
+
* + 30% Birth Rate
 +
| 1c =
 +
* No Access to Stables
 +
| 1d = Fanaticism, Greater Protection
 +
| 1e = Elite: 6/2, 525gc, 5NW
  
Basic Thievery (Intel operations only)
+
| 2a = Dwarves
-1 General
+
| 2b =
 +
* + 30% Building Efficiency
 +
* Free Building Construction
 +
* Can use credits to raze buildings
 +
| 2c =
 +
* - 10% Attack gains
 +
* Can't use Accelerated Construction
 +
| 2d = Fools Gold, Quick Feet
 +
| 2e = Elite: 6/3, 700gc, 5.25NW
  
Town Watch
+
| 3a = Elves
Elite: 7/2, 1000gc, 6NW
+
| 3b =
 +
* + 30% WPA
 +
* Revives dead troops (all troops killed in attacks revive as soldiers)
 +
* - 50% defensive losses
 +
| 3c =
  
 +
| 3d = Nightmares, Amnesia, Pitfalls, Mages Fury
 +
| 3e = Elite: 5/3, 600gc, 5NW
  
 +
| 4a = Faeries
 +
| 4b =
 +
* + 20% Spell Damage (Instant Spells)
 +
* + 20% Sabotage Damage
 +
| 4c =
 +
| 4d = Access to All Racial Spells
 +
| 4e = Elite: 3/5, 800gc, 5.25NW
  
Personality Changes
+
| 5a = Halflings
 +
| 5b =
 +
* + 50% TPA
 +
* + 10% population
 +
* - 50% Thief Cost
 +
* Soldiers: 2/2 (3NW)
 +
| 5c =
 +
* - 20% Birth Rate
 +
| 5d = Invisibility, Town Watch, Aggression, Animate Dead
 +
| 5e = Elite: 4/4, 300gc, 4NW
  
The Merchant
+
| 6a = Humans
+20% Income
+
| 6b =
Gain 50% more Specialist and Building Credits
+
* + 30% Science Effectiveness
 +
| 6c =
 +
* - 10% Population
 +
| 6d = Tree of Gold, Fountain of Knowledge, Clear Sight
 +
| 6e = Elite: 6/4, 1000gc 5.5NW
  
 +
| 7a = Orcs
 +
| 7b =
 +
* + 30 % Gains
 +
* Free draft
 +
* + 15% Enemy casualties when attacking
 +
| 7c =
 +
* - 20% science effectiveness
 +
| 7d = Reflect Magic
 +
| 7e = Elite: 7/1, 700gc, 5.75NW
  
The Sage
+
| 8a = Undead
Every 4 acres generates 1 book
+
| 8b =
-50% cost of science
+
* - 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)
 +
* - 1 General
 +
| 8d = Town Watch
 +
| 8e = Elite: 7/2, 1000gc, 6NW
 +
}}
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 +
 
 +
 
 +
=Personalities=
 +
 
 +
<!-- 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.
 +
 
 +
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
 +
 
 +
When listing attributes, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 +
-->
 +
 
 +
{{ptt 8
 +
| 1a = Merchant
 +
| 1b = 
 +
* + 20 % Income
 +
* Gain 50% more Specialist and Building Credits
 +
 
 +
| 2a = Sage
 +
| 2b =
 +
* - 50% cost of science
 +
* Every 4 acres generates 1 science point
 +
 
 +
| 3a = Rogue
 +
| 3b =
 +
* + 1 Stealth Recovery / Tick
 +
* Access to all Thievery Operations
 +
 
 +
| 4a = Mystic
 +
| 4b =
 +
* Access to Meteor Showers spell
 +
* All Guilds are twice as effective
 +
* + 1 mana per tick in War
 +
 
 +
| 5a = Warrior
 +
| 5b =
 +
* + 1 General
 +
* + 10% OME in war
 +
* Enhanced Conquest range
 +
 
 +
| 6a = Tactician
 +
| 6b =
 +
* - 15% Attack Time
 +
* Accurate Espionage
 +
 
 +
| 7a = Cleric
 +
| 7b =
 +
* - 50% Own Casualties
 +
 
 +
| 8a = War Hero
 +
| 8b =
 +
* - 50% train time
 +
* Immune to all dragon effects
 +
* Immune to The Plague
 +
}}
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 +
 
 +
 
 +
 
 +
= Stances =
  
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="3" | Stances
  
The Rogue
+
|- {{LightGreenCell}}
+1 Stealth recovery per tick
+
! width="25%" | Normal
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+
! width="25%" | Aggressive
 +
! width="25%" | Fortified
  
 +
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
 +
|
 +
* No Effects
 +
|
 +
* +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
+
|}
Access to Meteor Showers
 
All Guilds are twice as effective
 
+1 mana per tick in War
 
  
  
The Warrior
+
= Relations =
+1 General
 
+15% OME in war
 
Enhanced Conquest range
 
  
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="5" | Inter-Kingdoms' Relations
  
The Tactician
+
|- {{LightGreenCell}}
-15% Attack Time
+
! width="15%" | Ceasefire
Accurate Espionage
+
! 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 Cleric
+
+
-50% Your Military Casualties (on attack or defense)
+
* 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
  
  
The War Hero
 
-50% train time
 
Immune to Dragon effects
 
Immune to The Plague
 
  
 +
|
 +
* 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%
  
Mechanic Changes
+
|
 +
<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)
 +
|}
  
Explore formula: Curve heavily adjusted, no longer exponential
 
  
Honor: We are looking at changing honor. We will keep how honor works generally but we want to reduce some of the issues with it. The proposal is as follows
+
==Dragon's Table==
Remove population mod from honor and replace it with Building effectiveness
 
OR
 
Reduce the population mod on honor to 1%
 
  
Decrease attack honor gains/losses in war to make it slightly more stable
+
{| {{GreenTable}}
Increase honor gains out of war
+
|-
Modify the formula with regards to top and bottom feeding gains.
+
! {{DarkGreenRow}} colspan="4" | Dragon Type
  
TF/Intel display: We are also tweaking the display of the targetfinder and intel pages slightly to improve usability.
+
|- {{LightGreenCell}}
 +
! width="25%" | Emerald
 +
! width="25%" | Sapphire*
 +
! width="25%" | Gold
 +
! width="25%" | Ruby
  
Sitting: We are considering reducing the minimum time on sitting, but we want to ensure it is not abusable or unbalanced.
+
|- bgcolor="#f9fafb" style="vertical-align:top"
 +
|
 +
+15% Combat Losses
 +
-15% Gains
 +
|
 +
-30% Thievery & Magic Effectiveness
 +
|
 +
-25% from Building Efficiency
 +
|
 +
-8% from Military Efficiency
  
War Win Chart: We are totally changing this for age 59.
+
|-
 +
| bgcolor="#f9fafb" colspan="4" | All dragons result in 10% lower income and the loss of 20% of new draftees.  
 +
|}
  
  
 
{{Ages}}
 
{{Ages}}

Latest revision as of 02:42, 1 September 2015

Age 59
Name:

An Honorable Proposition

Number:

59

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

13 September 2013

End:

13 December 2013

Duration (in days):


An Honorable Proposition (Age 59) - finished Age on World of Legends server.


Changes in brief

Race's Changes

  • Avians
    • +30% Birth Rate (was +25%)
    • lost - 25% Birth Rate
    • Spells: Fanaticism, Greater Protection
    • Elite: 6/2, 525gc, 5NW
  • Dwarves
    • +30% Building Efficiency (was +25%)
    • lost + 20% Spell Damage (Instant Spells)
    • lost + 50% Food Consumption
    • new -10% attack gains
    • Spells: Fools Gold, Quick Feet
    • Elite: 6/3, 700gc, 5.25NW
  • Elf
    • +30% wpa (was + 50 %)
    • new Revives dead troops
    • new -50% defensive losses
    • lost + 1 Defence Specialist Strength
    • lost + 1 Mana Recovery / Tick in war
    • Spells: Nightmares, Amnesia, Pitfalls, Mages Fury
    • Elite: 5/3, 600gc, 5NW
  • Faery
    • +20% Spell damage (instant spells)
    • +20% Sabotage damage
    • lost + 10% TPA
    • lost + 10% WPA
    • lost - 50% effects from honor
    • lost - 3 Generals
    • Elite: 3/5, 800gc, 5.25NW
  • Halflings
    • new +10% population
    • lost + 1 Stealth Recovery / Tick
    • -20% Birth Rate (was -15%)
    • lost - 15 % Attack Gains
    • Soldiers: 2/2 Elite: 4/4, 300gc, 4NW
  • Human
    • new +30% Science Effectiveness
    • new -10% population
    • lost + 8 % Population
    • lost + 30 % Sabotage Damage
    • lost + 30 % Spell Damage (Instant Spells)
    • lost + 1 Offense Specialist Strength
    • Spells: Tree of Gold, Fountain of Knowledge, Clear Sight
    • Elite: 6/4, 1000gc 5.5NW
  • Orcs
    • new Free draft
    • new +15% Enemy casualties when attacking
    • new + 15% Enemy casualties when attacking
    • new -20% science effectiveness
    • lost Earns Elite Credits
    • lost - 50 % Combat Instant Spell Damage and Duration
    • lost - 50 % Sabotage Damage
    • Spells: Reflect Magic
    • Elite: 7/1, 700gc, 5.75NW
  • Undead
    • lost - 20% science effectiveness
    • new -1 General
    • Spells: Town Watch

Personality's Changes

  • The Merchant
    • Gain 50% more Specialist and Building Credits (was 40%)
    • lost - 50 % Money Losses from Plunders
  • The Sage
    • new Every 4 acres generates 1 book
    • -50% cost of science (was -25%)
    • lost + 25 % Science Effectiveness
    • lost - 50 % Losses on Learn Attacks
  • The Rogue
    • lost Each Thieves' Den functions as Two
  • The Mystic
    • lost + 30 % Spell Duration (For Duration Spells Only)
  • The Warrior
    • new +1 General
    • +10% OME in war (was 15%)
    • lost Reawaken 30% Casualties
  • The Tactician
    • lost Ambush Immunity
  • The Cleric
    • -50% Your Military Casualties (on attack or defense) (was 30%)
    • lost + 1 General
  • The War Hero
    • lost + 50% more bonuses from honor

Game mechanic changes

  • Explore formula: We've moved away from an exponential formula to something that is curved more gently. Increases and reductions to cost based on a provinces size relative to the kingdom are still in effect.
  • Honor: The formulas have been changed significantly both in war and out of war and on ops and attacks. Honor gains and losses should be a less spikey and honor gains out of war are increased.
    • [* ]Population mod on honor is reduced to 1%
    • Attacking honor gains/losses in war have been reduced
    • Attacking honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
    • Op and spell honor gains/losses in war have been unchanged
    • Op and spell honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
    • The honor gains curve has been significantly changed to address top/bottom feeding issues
  • TF/Intel display: Columns will be sortable where applicable and you can filter out provinces in war.
  • Sitting: The minimum is changed from 3 days to 1 day.
  • War Win Chart: New formula in effect that considers your opponents war wins.
  • Hostile meter: Reduced to from 200 points to 150.

Races

 Avians  Dwarves  Elves  Faeries
  • - 30% Attack Time
  • + 30% Birth Rate
  • + 30% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 30% WPA
  • Revives dead troops (all troops killed in attacks revive as soldiers)
  • - 50% defensive losses
  • + 20% Spell Damage (Instant Spells)
  • + 20% Sabotage Damage

Fanaticism, Greater Protection

Fools Gold, Quick Feet

Nightmares, Amnesia, Pitfalls, Mages Fury

Access to All Racial Spells

  • No Access to Stables
  • - 10% Attack gains
  • Can't use Accelerated Construction

Elite: 6/2, 525gc, 5NW

Elite: 6/3, 700gc, 5.25NW

Elite: 5/3, 600gc, 5NW

Elite: 3/5, 800gc, 5.25NW

 
 Halflings  Humans  Orcs  Undead
  • + 50% TPA
  • + 10% population
  • - 50% Thief Cost
  • Soldiers: 2/2 (3NW)
  • + 30% Science Effectiveness
  • + 30 % Gains
  • Free draft
  • + 15% Enemy casualties when attacking
  • - 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, Clear Sight

Reflect Magic

Town Watch

  • - 20% Birth Rate
  • - 10% Population
  • - 20% science effectiveness
  • Basic Thievery (Intel operations only)
  • - 1 General

Elite: 4/4, 300gc, 4NW

Elite: 6/4, 1000gc 5.5NW

Elite: 7/1, 700gc, 5.75NW

Elite: 7/2, 1000gc, 6NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • + 20 % Income
  • Gain 50% more Specialist and Building Credits
  • - 50% cost of science
  • Every 4 acres generates 1 science point
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • Access to Meteor Showers spell
  • All Guilds are twice as effective
  • + 1 mana per tick in War
 
 Warrior  Tactician  Cleric  War Hero
  • + 1 General
  • + 10% OME in war
  • Enhanced Conquest range
  • - 15% Attack Time
  • Accurate Espionage
  • - 50% Own Casualties
  • - 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