Difference between revisions of "Age 55"

From The Utopian Encyclopedia
Jump to: navigation, search
m
 
(17 intermediate revisions by 2 users not shown)
Line 2: Line 2:
 
|name= Veil of Shadows
 
|name= Veil of Shadows
 
|number= 55
 
|number= 55
|status= online
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
|start= not yet
+
|start= 10 August  2012
|end=
+
|end= 13 November 2012
|duration=  
+
|duration= 95
 
}}
 
}}
  
  
Veil of Shadows - next nearest [[Age]] on [[World of Legends]] server.
+
'''Veil of Shadows''' (Age 55) - finished [[Age]] on [[World of Legends]] server.
  
  
 
=Changes in brief=
 
=Changes in brief=
===Age 55 Final Changes and Start Times ===
+
==Race's Changes==
For Age 55 the following changes will be implemented (use the Show Text button to see age 54 details). Many thanks to those that contributed, feel free to post your thoughts here
 
  
===Schedule===
+
* Avians
Age due to end on 7th August.
+
**- 30% attack time (was -25%)
 +
** +20% Sabotage damage (was 40%)
 +
** Elite: 6/3, 700gc, 5.25NW
  
End of age 54: Tuesday 7th August, 12.00 GMT
+
* Dwarves
Start of Age 55 Freeze: Tuesday 7th August, 18.00 GMT
+
** + 20% Building Efficiency (was +15%)
Start of Age 55 Protection: Friday 10th August, 18.00 GMT
+
** Elite: 6/2, 650gc, 5NW
End of Age 55 Protection: Monday 13th August, 18.00 GMT
 
  
 +
* Elves
 +
** Elite: 5/3, 650gc, 4.75NW
  
 +
* Faeries
 +
** - 3 generals (was -2)
 +
** Lost Offensive Specialist Strength -2
 +
** - 5% population (was -10%)
 +
** Elite: 3/6, 800gc, 6NW
  
===Race===
+
* Halflings
 +
** Elite: 4/5, 550gc, 5NW
  
Avians
+
* Humans
- 30% attack time
+
** +5% Population (was +10%)
+20% Sabotage damage*
+
** + 30% Sabotage damage (was +50%)
 +
** + 40% Spell Damage (Instant Spells) (was +50%)
 +
** Elite: 4/4, 600gc, 4NW
 +
 +
* Orcs
 +
** Elite: 7/1, 850gc, 5.75NW
 +
 
 +
* Undead
 +
** Elite: 7/2, 1000gc, 6NW
 +
 
 +
==Personality's Changes==
  
- 10% attack gains
+
* The Sage
No Access to Stables
+
** + 30% Science effectiveness (was +25%)
  
Town Watch, Vermin, Mystic Aura
+
==Game mechanic changes==
Elite: 6/3, 700gc, 5.25NW
 
 
  
Dwarves
+
* Specialists now defend and attack at 4 points respectively.
+ 20% Building Efficiency
+
* The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
Free Building Construction
+
* The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
Can use credits to raze buildings
+
* Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
+ 30% Spell Damage (Instant Spells)
+
* Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
 +
* Intra kingdom hits will remove some honor from the attacked province.
 +
* Attacks in war will not take extra acres from the exploration pool.
 +
* Entering Fortified stance will result in -50% magic and thief operation gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
 +
* Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.
  
+50% Food Consumption
+
=Races=
Can't use Accelerated Construction
 
  
  Quick Feet, Fanaticism, Fools Gold, Clearsight
+
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
  Elite: 6/2, 650gc, 5NW
+
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.
  
Elves
+
Each number corresponds to a major cell position reading left-right, top-bottom
  + 1 Mana Recovery / Tick in war
+
  Each letter corresponds to segments within each cell, which should be organised as follows:
+ 50% WPA
+
  #a = Race's name
+ 1 defence specialist strength
+
  #b = Race's advantages
 +
  #c = Race's disadvantages
 +
  #d = Race's spell book
 +
  #e = Race's elite strength and cost
  
  Pitfalls, Mages Fury, Amnesia, Nightmare
+
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
Elite: 5/3, 650gc, 4.75NW
+
-->
 
  
 +
{{rtt 8
 +
| 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
  
Faeries
+
| 2a = Dwarves
+ 30% Spell Damage (Instant Spells)
+
| 2b =
+ 20% Sabotage damage*
+
* + 20% Building Efficiency
+ 30% WPA and TPA
+
* Free Building Construction
 +
* Can use credits to raze buildings
 +
* + 30% Spell Damage (Instant Spells)
 +
| 2c =
 +
* + 50% Food Consumption
 +
* Can't use Accelerated Construction
 +
| 2d = Quick Feet, Fanaticism, Fools Gold, Clearsight
 +
| 2e = Elite: 6/2, 650gc, 5NW
  
- 3 generals
+
| 3a = Elves
- 5% population
+
| 3b =
 +
* + 1 Mana Recovery / Tick in war
 +
* + 50 % WPA
 +
* + 1 Defence Specialist Strength
 +
| 3c =
  
Access to All Racial Spells
+
| 3d = Pitfalls, Mages Fury, Amnesia, Nightmare
Elite: 3/6, 800gc, 6NW
+
| 3e = Elite: 5/3, 650gc, 4.75NW
 
  
 +
| 4a = Faeries
 +
| 4b =
 +
* + 30 % Spell Damage (Instant Spells)
 +
* + 20 % Sabotage Damage
 +
* + 30 % WPA and TPA
 +
| 4c =
 +
* - 5 % Population
 +
* - 3 Generals
 +
| 4d = Access to All Racial Spells
 +
| 4e = Elite: 3/6, 800gc, 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 % Birthrate
 +
| 5d = Invisibility, Town Watch
 +
| 5e = Elite: 4/5, 550gc, 5NW
  
-15% birthrate
+
| 6a = Humans
 +
| 6b =
 +
* + 5 % 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
  
Invisibility, Town Watch
+
| 7a = Orcs
Soldiers: 2/2**; Elite: 4/5, 550gc, 5NW
+
| 7b =
+
* + 20 % Gains
 +
* Earns Elite Credits
 +
| 7c =
 +
* - 75 % Combat Instant Spell Damage and Duration
 +
* - 75 % Sabotage Damage
 +
| 7d = Bloodlust, Fanaticism, Aggression, Reflect Magic
 +
| 7e = Elite: 7/1, 850gc, 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 =
 +
* - 25% science effectiveness
 +
| 8d = Greater Protection, Town Watch, Animate Dead, Chastity
 +
| 8e = Elite: 7/2, 1000gc, 6NW
 +
}}
  
Humans
+
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
+5% Population
 
+ 30% Sabotage damage*
 
+ 40% Spell Damage (Instant Spells)
 
+ 1 Offense specialist strength
 
  
Tree of Gold, Fountain of Knowledge, War Spoils
+
=Personalities=
Elite: 4/4, 600gc, 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
  + 20% 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
  
  -75% 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.
-75% Sabotage Damage
+
-->
  
  Bloodlust, Fanaticism, Aggression, Reflect Magic
+
{{ptt 8
Elite: 7/1, 850gc, 5.75NW
+
| 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
 +
* Immune to the Plague
  
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
  
- 25% science effectiveness
+
| 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
  
Greater Protection, Town Watch, Animate Dead, Chastity
+
| 5a = Warrior
Elite: 7/2, 1000gc, 6NW
+
| 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
 +
* Animate Dead spell always active (reawakens all troops lost on defense/offense as soldiers)
  
===Personality Changes===
+
| 8a = War Hero
 +
| 8b =  
 +
* + 50% more bonuses from honor
 +
* - 50% draft cost
 +
* - 50% train time
 +
* - 50% Land Losses on Ambush Attacks
 +
}}
  
The Merchant
+
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
+30% Income
 
-50% Money Losses on Plunder Attacks
 
Immunity to all Income Penalties (Riots, Plagues, etc.)
 
  
  
The Sage
+
=Stances=
+ 30% Science effectiveness
 
-66% Losses on Learn Attacks
 
Immune to The Plague
 
 
  
  
The Rogue
+
{| {{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
+
|- {{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
+
|- 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
+
|}
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)
 
Reawaken Casualties
 
  
The War Hero
+
{| {{GreenTable}}
+50% more bonuses from honor
+
|- {{DarkGreenRow}}
-50% draft cost
+
! width="100%" colspan="5" | Inter-Kingdoms' Relations
-50% train time
 
-50% Land Losses on Ambush Attacks
 
  
 +
|- {{LightGreenCell}}
 +
! width="15%" | Ceasefire
 +
! width="10%" | Normal
 +
! width="20%" | Unfriendly
 +
! width="25%" | Hostile
 +
! width="30%" | War
  
===Mechanic Changes===
+
|- 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'''
  
Specialists now defend and attack at 4 points respectively.
+
+
 +
* 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 explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
 
  
The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
 
  
Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
+
|
 +
* 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)
 +
|}
  
Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
+
=Dragon's Table=
  
Intra kingdom hits will remove some honor from the attacked province.
+
{| {{GreenTable}}
 +
|-
 +
! {{DarkGreenRow}} colspan="4" | Dragon Type
  
Attacks in war will not take extra acres from the exploration pool.
+
|- {{LightGreenCell}}
 +
! width="25%" | Emerald
 +
! width="25%" | Sapphire
 +
! width="25%" | Gold
 +
! width="25%" | Ruby
  
Entering Fortified stance will result in -50% magic and thief operation effectiveness and gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
+
|- bgcolor="#f9fafb" style="vertical-align:top"
 +
|
 +
+15% Combat Losses
 +
-15% Gains
 +
|
 +
-30% Thievery & Magic Effectiveness
 +
|
 +
-25% from Building Efficiency
 +
|
 +
-8% from Military Efficiency
  
''*'' Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.
+
|-
 +
| bgcolor="#f9fafb" colspan="4" | All dragons result in 10% lower income and the loss of 20% of new draftees.  
 +
|}
  
''**'' halfling soldiers will be double networth (.ie 3NW) due to their higher power.
 
  
  
 
{{Ages}}
 
{{Ages}}

Latest revision as of 17:06, 10 September 2013

Age 55
Name:

Veil of Shadows

Number:

55

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

10 August 2012

End:

13 November 2012

Duration (in days):

95


Veil of Shadows (Age 55) - finished Age on World of Legends server.


Changes in brief

Race's Changes

  • Avians
    • - 30% attack time (was -25%)
    • +20% Sabotage damage (was 40%)
    • Elite: 6/3, 700gc, 5.25NW
  • Dwarves
    • + 20% Building Efficiency (was +15%)
    • Elite: 6/2, 650gc, 5NW
  • Elves
    • Elite: 5/3, 650gc, 4.75NW
  • Faeries
    • - 3 generals (was -2)
    • Lost Offensive Specialist Strength -2
    • - 5% population (was -10%)
    • Elite: 3/6, 800gc, 6NW
  • Halflings
    • Elite: 4/5, 550gc, 5NW
  • Humans
    • +5% Population (was +10%)
    • + 30% Sabotage damage (was +50%)
    • + 40% Spell Damage (Instant Spells) (was +50%)
    • Elite: 4/4, 600gc, 4NW
  • Orcs
    • Elite: 7/1, 850gc, 5.75NW
  • Undead
    • Elite: 7/2, 1000gc, 6NW

Personality's Changes

  • The Sage
    • + 30% Science effectiveness (was +25%)

Game mechanic changes

  • Specialists now defend and attack at 4 points respectively.
  • The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
  • The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
  • Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
  • Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
  • Intra kingdom hits will remove some honor from the attacked province.
  • Attacks in war will not take extra acres from the exploration pool.
  • Entering Fortified stance will result in -50% magic and thief operation gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
  • Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.

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
  • + 30 % WPA and TPA

Town Watch, Vermin, Mystic Aura

Quick Feet, Fanaticism, Fools Gold, Clearsight

Pitfalls, Mages Fury, Amnesia, Nightmare

Access to All Racial Spells

  • - 10% Attack Gains
  • No Access to Stables
  • + 50% Food Consumption
  • Can't use Accelerated Construction
  • - 5 % Population
  • - 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)
  • + 5 % Population
  • + 30 % Sabotage Damage
  • + 40 % Spell Damage (Instant Spells)
  • + 1 Offense Specialist Strength
  • + 20 % 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

Tree of Gold, Fountain of Knowledge, War Spoils

Bloodlust, Fanaticism, Aggression, Reflect Magic

Greater Protection, Town Watch, Animate Dead, Chastity

  • - 15 % Birthrate
  • - 75 % Combat Instant Spell Damage and Duration
  • - 75 % Sabotage Damage
  • - 25% science effectiveness

Elite: 4/5, 550gc, 5NW

Elite: 4/4, 600gc, 4NW

Elite: 7/1, 850gc, 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
  • Immune to the Plague
  • + 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
  • Animate Dead spell always active (reawakens all troops lost on defense/offense as soldiers)
  • + 50% more bonuses from honor
  • - 50% draft cost
  • - 50% train time
  • - 50% Land Losses on Ambush Attacks


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%
  • 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