Difference between revisions of "Age 53"

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{{Infobox_Age
 
{{Infobox_Age
|name= not named yet
+
|name= The Age of Havoc
 
|number= 53
 
|number= 53
|status= conceivable
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
|start= not yet
+
|start= 8 February 2012
|end=
+
|end= 8 May 2012
|duration=  
+
|duration= 90
 
}}
 
}}
  
  
(Age 53) - next [[Age]] on [[World of Legends]] server.
+
'''The Age of Havoc''' (Age 53) - finished [[Age]] on [[World of Legends]] server.
  
  
 
=Changes in brief=
 
=Changes in brief=
  
Potential changes
+
==Race's Changes==
These are the potential changes for age 53 so far. Please direct your comments about these changes to the thread in the suggestions forum here.
 
We may post some mechanic changes at a later date.
 
  
*Race
+
*Avians
 +
** - 30% attack times
 +
** Defensive Specialist Strength +1
 +
** - 10% attack gains
 +
** Elite Unit: Drake (7/4, $650, 6.5 nw)
 +
** Spell book: Clear Sight, Town Watch, Fanaticism
  
**Avians
+
*Dwarves
**Bonuses:
+
** - 25% thievery effectiveness
*** - 20% attack times
+
** + 50% food consumption
*** Defensive Specialist Strength +1
+
** Elite Unit: Berserker (6/5, $700, 6 nw)
 +
** Spell book: Vermin, Quick feet
  
**Penalty:
+
*Elves
*** - 10% building efficiency
+
** Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
*** No access to stables
 
  
**Other Information:
+
*Faery
*** Offensive Specialist: Griffins (5/0)
+
** + 50% thievery effectiveness
*** Defensive Specialist: Harpies (0/6)
+
** Offensive Specialist Strength -1
*** Elite Unit: Drake (6/4, $600, 6.25 nw)
+
** Elite Unit: Beastmasters (3/8, $1000, 8.0 nw)
*** Spell book: Clear Sight, Town Watch, Fanaticism
 
  
**Dwarves
+
*Halflings
**Bonuses:
+
** + 1 extra stealth per tick
*** + 20% BE
+
** + 10% Population
*** Free Building Construction
+
** -20% birthrate
*** Can use credits to raze buildings
+
** Soldiers: 2/2
 +
** Elite Unit: Brutes (5/6, $500, 6.25 nw)
 +
** Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
  
**Penalty:
+
*Humans
*** Accelerated Construction not available
+
** - 20% magic effectiveness
*** - 15% thievery effectiveness
+
** Spell Book: Greater Protection, Fountain of Knowledge
*** + 50% food consumption
 
  
**Other Information:
+
*Orcs
*** Offensive Specialist: Warriors (5/0)
+
** + 25% gains
*** Defensive Specialist: Axemen (0/5)
+
** - 10% building efficiency
*** Elite Unit: Berserker (6/6, $750, 7.0 nw)
+
** - 50% thievery and magic damage (on offensive operations)
*** Spell book: Vermin, Quick feet
 
  
**Elves
+
*The Undead
**Bonuses:
+
** -50% Offensive losses on attacks you make
*** + 2 mana per tick in war
+
** - 20% science effectiveness
*** Defensive Specialist Strength +1
+
** Elite Unit: Ghoul (9/3, $1000, 7.0 nw)
*** +30% damage on instant offensive spells.
 
  
**Penalty:
+
==Personalitie's Changes==
*** No access to Hospitals
 
  
**Other Information:
+
*The Merchant
*** Offensive Specialist: Rangers (5/0)
+
** +40% Income
*** Defensive Specialist: Archers (0/6)
+
** -50% Money Losses on Plunder Attacks
*** Elite Unit: Elf Lord (7/3, $600, 6 nw)
+
*The Sage
*** Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
+
** + 20% Science effectiveness
 +
** - 20% Book Costs
 +
** -20% Research Time
 +
** -75% Losses on Learn Attacks
 +
*The Warrior
 +
** + 50% bonuses from honor
 +
*The Tactician
 +
** -50% Land Losses when Ambushed
 +
*The Cleric
 +
** Lost "Troops losses on attacks or defense converted to soldiers"
  
**Faery
+
==Game mechanic changes==
**Bonuses:
 
*** + 50% magic effectivness
 
*** + 50% thievery effectiveness
 
  
*Penalty:
+
*A new theme and front page update will be applied. This new theme will be set as default but players can revert to a more classically styled theme via the account settings option.
*** - 10% population
 
*** Offensive Specialist Strength -1
 
  
**Other Information:
+
* Purchasable game items, such as invites and taunts, have been moved to their own area within the game.
*** Offensive Specialist: Magicians (4/0)
 
*** Defensive Specialist: Druids (0/5)
 
*** Elite Unit: Beastmasters (3/8, $900, 7.0 nw)
 
*** Spellbook: All spells
 
  
**Halflings
+
* Fortified stance will be limited in duration. After 4 days you will be moved into Normal stance with the normal restrictions of any stance change.
** Bonuses:
 
*** + 1 extra stealth per tick
 
*** - 50% thief cost
 
*** + 10% population
 
*** Espionage operations are 100% accurate in war
 
  
** Penalty:
+
* Explore costs will increase more drastically the more you explore.
*** -10% gains on attacks
 
  
* Other Information:
+
* Construction and raze costs will be reduced significantly at larger acres.
*** Soldiers: 2/2
 
*** Offensive Specialist: Strongarms (5/0)
 
*** Defensive Specialist: Slingers (0/5)
 
*** Elite Unit: Brutes (4/6, $500, 5.0 nw)
 
*** Spellbook: Town Watch, Quick Feet, War Spoils, Aggression
 
  
**Humans
+
* A war win chart has been introduced.
** Bonuses:
 
*** + 30% income
 
*** + 40% Damage on Sabotage Operations
 
  
**Penalty:
+
* Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.
*** - 20% magic effectiveness
 
*** Offensive Specialist Strength -1
 
  
** Other Information:
+
=Races=
*** Offensive Specialist: Swordsmen (4/0)
 
*** Defensive Specialist: Archers (0/5)
 
*** Elite Unit: Knight (8/3, $800, 6.5 nw)
 
*** Spell Book: Greater Protection, Fountain of Knowledge
 
  
**Orcs
+
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
** Bonuses:
+
The rtt (Race-table template) number must be equivalent to the total number of races.
*** + 20% gains
+
For example: if there are 8 races, use rtt 8
*** Trains elites with credits
+
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.
  
**Penalty:
+
Each number corresponds to a major cell position reading left-right, top-bottom
*** - 50% thievery and magic damage (on offensive operations)
+
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
  
** Other Information:
+
When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
*** Offensive Specialist: Goblins (5/0)
+
-->
*** Defensive Specialist: Trolls (0/5)
 
*** Elite Unit: Ogre (9/2, $800, 6.75 nw)
 
*** Spellbook: Fanaticism, Aggression, Bloodlust
 
  
**The Undead
+
{{rtt 8
** Bonuses:
+
| 1a = Avians
*** Successful land attacks convert specialists to elites
+
| 1b =
*** Spreads and is immune to The Plague
+
* - 30% attack time
*** No Food required
+
* Defensive Specialist Strength +1
 +
| 1c =
 +
* - 10% attack gains
 +
* No Access to Stables
 +
| 1d = Clear Sight, Town Watch, Fanaticism
 +
| 1e = 7/4 Elite - $650
  
** Penalty:
+
| 2a = Dwarves
*** - 20% science effectiveness
+
| 2b =
*** Access to basic thievery operations only (neutral relations ops)
+
* + 20% Building Efficiency
 +
* Free Building Construction
 +
* Can use credits to raze buildings
 +
| 2c =
 +
* - 25% Thievery Effectiveness
 +
* +50% Food Consumption
 +
* Can't use Accelerated Construction
 +
| 2d = Vermin, Quick feet
 +
| 2e = 6/5 Elite - $700
  
** Other Information:
+
| 3a = Elves
*** Offensive Specialist: Skeletons (5/0)
+
| 3b =
*** Defensive Specialist: Zombies (0/5)
+
* + 2 Mana Recovery / Tick in war
*** Elite Unit: Ghoul (9/3, $1200, 7.0 nw)
+
* + 1 Defensive Specialist Strength
*** Spellbook: War Spoils, Nightmares, Chastity
+
* + 30% Spell Damage (Instant Spells)
 +
| 3c =
  
 +
| 3d = Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
 +
| 3e = 7/3 Elite - $600
  
*Personalities
+
| 4a = Faeries
 +
| 4b =
 +
* + 50% Magic Effectiveness
 +
* + 50% thievery effectiveness
 +
| 4c =
 +
* - 10% Population
 +
* - 1 Offensive Specialist Strength
 +
| 4d = Access to All Spells
 +
| 4e = 3/8 Elite - $1000
  
**The Merchant
+
| 5a = Halflings
*** +40% Income
+
| 5b =
*** -50% Money Losses on Plunder Attacks
+
* + 1 extra stealth per tick
*** Immunity to all Income Penalties (Riots, Plagues, etc.)
+
* - 50% thief cost
 +
* + 10% Population
 +
* Espionage operations are 100% accurate in war
 +
| 5c =
 +
* -20% birthrate
 +
| 5d = Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
 +
| 5e = Soldiers 2/2, 5/6 Elite - $500
  
**The Shepherd
+
| 6a = Humans
*** Land generates 4 bushels of food per acre daily
+
| 6b =
*** Immune to Droughts, Storms, the Plague and Dragons.
+
* + 30% Income
*** -30% Building Construction Time and costs
+
* + 40% Thievery Damage (Sabotage Ops)
 +
| 6c =
 +
* - 20% Magic Effectiveness
 +
* - 1 Offensive Specialist Strength
 +
| 6d = Greater Protection, Fountain of Knowledge
 +
| 6e = 8/3 Elite - $800
  
**he Sage
+
| 7a = Orcs
*** + 20% Science effectiveness
+
| 7b =
*** - 20% Book Costs
+
* + 25% Gains
*** -20% Research Time
+
* Earns Elite Credits
*** -75% Losses on Learn Attacks
+
| 7c =
*** Every 4 Acres of land produces 1 Science Book per Hour
+
* - 10% building efficiency
 +
* - 50% thievery and magic damage (on offensive operations)
 +
| 7d = Fanaticism, Aggression, Bloodlust
 +
| 7e = 9/2 Elite - $800
  
**The Rogue
+
| 8a = Undead
*** +1 Stealth recovery per tick
+
| 8b =
*** Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+
* -50% Offensive losses on attacks you make
*** Thieves Dens are twice as effective (subject to DBE)
+
* Converts some Specialists into Elites on successful land attacks
 +
* Spreads and is Immune to The Plague
 +
* No Food Required
 +
| 8c =
 +
* - 20% science effectiveness
 +
* Basic Thievery Operations Only
 +
| 8d = War Spoils, Nightmares, Chastity
 +
| 8e = 9/3 Elite - $1000
 +
}}
 +
 
 +
<!-- 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 = 
 +
* + 40% Income
 +
* - 50% Money Losses from Plunders
 +
* Immunity to Income Penalties
 +
 
 +
| 2a = Shepherd
 +
| 2b =
 +
* - 30% Explore Time and Costs
 +
* - 30% Building Construction Time and Costs
 +
* Immunity to Droughts, Storms, the Plague and Dragon effects
 +
* Each Acre generates 4 Bushels / Tick
 +
 
 +
| 3a = Sage
 +
| 3b =
 +
* + 20% Science Effectiveness
 +
* - 20% Book Costs
 +
* - 20% Research Time
 +
* - 75% Losses on Learn Attacks
 +
* Every 4 Acres produces 1 Book / Tick
 +
 
 +
| 4a = Rogue
 +
| 4b =
 +
* + 1 Stealth Recovery / Tick
 +
* Access to all Thievery Operations
 +
* Each Thieves' Den functions as Two
 +
 
 +
| 5a = Mystic
 +
| 5b =
 +
* Access to Meteor Showers spell
 +
* All Guilds and Towers are twice as effective
 +
* + 30% Spell Duration
 +
 
 +
| 6a = Warrior
 +
| 6b =
 +
* +15% Enemy Casualties (on attack or defense)
 +
* -15% Your Military Casualties (on attack or defense)
 +
* 10% more OME in war
 +
* + 50% bonuses from honor
 +
 
 +
| 7a = Tactician
 +
| 7b =
 +
* Gain 30% more Specialist and Building Credits
 +
* -15% Attack Time
 +
* -30% Military Training Time
 +
* -50% Land Losses when Ambushed
 +
 
 +
| 8a = Cleric
 +
| 8b =
 +
* - 50% Own Casualties
 +
* + 1 General
 +
}}
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 +
 
 +
=Stances=
 +
 
 +
 
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="3" | Stances
 +
 
 +
|- {{LightGreenCell}}
 +
! width="25%" | Normal
 +
! 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)
 +
* -25% Military training time and cost
 +
* +25% draft speed
 +
* -25% Construction time and cost
 +
<br>
 +
* 4 days maximum duration
 +
* -50% gains hitting out
 +
* +100% Explore costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
 +
 
 +
|}
 +
 
 +
=Relations=
 +
 
 +
 
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="5" | Inter-Kingdoms' Relations
 +
 
 +
|- {{LightGreenCell}}
 +
! width="15%" | Ceasefire
 +
! 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'''
 +
 
 +
+
 +
* Min 12 U-Days
 +
* Max 96 U-Days
 +
* +300% birth rate
 +
* Combined with War Relatins
 +
* Separate annul the Relations (War and CF)
 +
|
 +
* 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%
 +
* Enables Monarch bonuses:
 +
** +10% defensive military strength
 +
** +10% defense magic 
 +
** +10% defense thievery
 +
|
 +
<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%
 +
* Enables Monarch bonuses:
 +
** +10% defensive military strength
 +
** +10% defense magic 
 +
** +10% defense thievery
 +
----
 +
''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)
 +
|}
 +
 
 +
 
 +
=Dragon's Table=
  
**The Mystic
+
{| {{GreenTable}}
*** Meteor Showers spell
+
|-
*** All Guilds and Towers are twice as effective
+
! {{DarkGreenRow}} colspan="4" | Dragon Type
*** +30% Spell Duration (For Duration Spells Only)
 
  
**The Warrior
+
|- {{LightGreenCell}}
*** +15% Enemy Casualties (on attack or defense)
+
! width="25%" | Emerald
*** -15% Your Military Casualties (on attack or defense)
+
! width="25%" | Sapphire
*** 10% more OME in war
+
! width="25%" | Gold
*** Double bonuses from honor
+
! width="25%" | Ruby
  
**The Tactician
+
|- bgcolor="#f9fafb" style="vertical-align:top"
*** Gain 30% more Specialist and Building Credits
+
|
*** -15% Attack Time
+
+15% Combat Losses
*** -30% Military Training Time
+
-15% Gains
*** -50% Land Losses when Ambushed
+
|
 +
-30% Thievery & Magic Effectiveness
 +
|
 +
-25% from Building Efficiency
 +
|
 +
-8% from Military Efficiency
  
**The Cleric
+
|-
*** Offense doesn't die on attacks you make
+
| bgcolor="#f9fafb" colspan="4" | All dragons result in 10% lower income and the loss of 20% of new draftees.
*** 1 extra General
+
|}
  
  
 
{{Ages}}
 
{{Ages}}

Latest revision as of 08:43, 9 May 2012

Age 53
Name:

The Age of Havoc

Number:

53

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

8 February 2012

End:

8 May 2012

Duration (in days):

90


The Age of Havoc (Age 53) - finished Age on World of Legends server.


Changes in brief

Race's Changes

  • Avians
    • - 30% attack times
    • Defensive Specialist Strength +1
    • - 10% attack gains
    • Elite Unit: Drake (7/4, $650, 6.5 nw)
    • Spell book: Clear Sight, Town Watch, Fanaticism
  • Dwarves
    • - 25% thievery effectiveness
    • + 50% food consumption
    • Elite Unit: Berserker (6/5, $700, 6 nw)
    • Spell book: Vermin, Quick feet
  • Elves
    • Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
  • Faery
    • + 50% thievery effectiveness
    • Offensive Specialist Strength -1
    • Elite Unit: Beastmasters (3/8, $1000, 8.0 nw)
  • Halflings
    • + 1 extra stealth per tick
    • + 10% Population
    • -20% birthrate
    • Soldiers: 2/2
    • Elite Unit: Brutes (5/6, $500, 6.25 nw)
    • Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
  • Humans
    • - 20% magic effectiveness
    • Spell Book: Greater Protection, Fountain of Knowledge
  • Orcs
    • + 25% gains
    • - 10% building efficiency
    • - 50% thievery and magic damage (on offensive operations)
  • The Undead
    • -50% Offensive losses on attacks you make
    • - 20% science effectiveness
    • Elite Unit: Ghoul (9/3, $1000, 7.0 nw)

Personalitie's Changes

  • The Merchant
    • +40% Income
    • -50% Money Losses on Plunder Attacks
  • The Sage
    • + 20% Science effectiveness
    • - 20% Book Costs
    • -20% Research Time
    • -75% Losses on Learn Attacks
  • The Warrior
    • + 50% bonuses from honor
  • The Tactician
    • -50% Land Losses when Ambushed
  • The Cleric
    • Lost "Troops losses on attacks or defense converted to soldiers"

Game mechanic changes

  • A new theme and front page update will be applied. This new theme will be set as default but players can revert to a more classically styled theme via the account settings option.
  • Purchasable game items, such as invites and taunts, have been moved to their own area within the game.
  • Fortified stance will be limited in duration. After 4 days you will be moved into Normal stance with the normal restrictions of any stance change.
  • Explore costs will increase more drastically the more you explore.
  • Construction and raze costs will be reduced significantly at larger acres.
  • A war win chart has been introduced.
  • Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.

Races

 Avians  Dwarves  Elves  Faeries
  • - 30% attack time
  • Defensive Specialist Strength +1
  • + 20% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 2 Mana Recovery / Tick in war
  • + 1 Defensive Specialist Strength
  • + 30% Spell Damage (Instant Spells)
  • + 50% Magic Effectiveness
  • + 50% thievery effectiveness

Clear Sight, Town Watch, Fanaticism

Vermin, Quick feet

Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury

Access to All Spells

  • - 10% attack gains
  • No Access to Stables
  • - 25% Thievery Effectiveness
  • +50% Food Consumption
  • Can't use Accelerated Construction
  • - 10% Population
  • - 1 Offensive Specialist Strength

7/4 Elite - $650

6/5 Elite - $700

7/3 Elite - $600

3/8 Elite - $1000

 
 Halflings  Humans  Orcs  Undead
  • + 1 extra stealth per tick
  • - 50% thief cost
  • + 10% Population
  • Espionage operations are 100% accurate in war
  • + 30% Income
  • + 40% Thievery Damage (Sabotage Ops)
  • + 25% 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

Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression

Greater Protection, Fountain of Knowledge

Fanaticism, Aggression, Bloodlust

War Spoils, Nightmares, Chastity

  • -20% birthrate
  • - 20% Magic Effectiveness
  • - 1 Offensive Specialist Strength
  • - 10% building efficiency
  • - 50% thievery and magic damage (on offensive operations)
  • - 20% science effectiveness
  • Basic Thievery Operations Only

Soldiers 2/2, 5/6 Elite - $500

8/3 Elite - $800

9/2 Elite - $800

9/3 Elite - $1000


Personalities

 Merchant  Shepherd  Sage  Rogue
  • + 40% Income
  • - 50% Money Losses from Plunders
  • Immunity to Income Penalties
  • - 30% Explore Time and Costs
  • - 30% Building Construction Time and Costs
  • Immunity to Droughts, Storms, the Plague and Dragon effects
  • Each Acre generates 4 Bushels / Tick
  • + 20% Science Effectiveness
  • - 20% Book Costs
  • - 20% Research Time
  • - 75% Losses on Learn Attacks
  • Every 4 Acres produces 1 Book / Tick
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • Each Thieves' Den functions as Two
 
 Mystic  Warrior  Tactician  Cleric
  • Access to Meteor Showers spell
  • All Guilds and Towers are twice as effective
  • + 30% Spell Duration
  • +15% Enemy Casualties (on attack or defense)
  • -15% Your Military Casualties (on attack or defense)
  • 10% more OME in war
  • + 50% bonuses from honor
  • Gain 30% more Specialist and Building Credits
  • -15% Attack Time
  • -30% Military Training Time
  • -50% Land Losses when Ambushed
  • - 50% Own Casualties
  • + 1 General


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)
  • -25% Military training time and cost
  • +25% draft speed
  • -25% Construction time and cost


  • 4 days maximum duration
  • -50% gains hitting out
  • +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
  • +300% birth rate
  • Combined with War Relatins
  • Separate annul the Relations (War and CF)
  • 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%
  • Enables Monarch bonuses:
    • +10% defensive military strength
    • +10% defense magic
    • +10% defense thievery

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%
  • Enables Monarch bonuses:
    • +10% defensive military strength
    • +10% defense magic
    • +10% defense thievery

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