Difference between revisions of "Age 78"

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|name= The Age of Insight
 
|name= The Age of Insight
 
|number= 78
 
|number= 78
|status= Current
+
|status= Finished
 
|owner= [[Muga Gaming]]
 
|owner= [[Muga Gaming]]
 
|start= 8 Oct 2018
 
|start= 8 Oct 2018
Line 8: Line 8:
 
|duration= 5 weeks
 
|duration= 5 weeks
 
}}
 
}}
'''The Age of Insight ''' (Age 78) - current [[Age]] on [[World of Legends]] server.
+
'''The Age of Insight ''' (Age 78) - completed [[Age]] on [[World of Legends]] server.
  
 
= Mechanics Changes =
 
= Mechanics Changes =
Line 54: Line 54:
 
* Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle
 
* Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle
  


* Science types are split into three categories:
+
* Science types are split into three categories:
  
*

 Economy:
+
*Economy:
 
** Housing: Population bonus
 
** Housing: Population bonus
** Tools: Building Efficiency bonus

+
** Tools: Building Efficiency bonus
** Production: Rune & Food production bonus

+
** Production: Rune & Food production bonus
 
** Alchemy: Income bonus
 
** Alchemy: Income bonus
** Bookkeeping: Wage reduction


+
** Bookkeeping: Wage reduction
 
** Artisan: Construction time reduction
 
** Artisan: Construction time reduction
  
Line 76: Line 76:
 
** Shielding: Reduction of Enemy Thievery and Magic instant operation damage
 
** Shielding: Reduction of Enemy Thievery and Magic instant operation damage
 
** Invocation: Ritual cost reduction
 
** Invocation: Ritual cost reduction
** Cunning: Increase Damage of your Thievery and Magic instant operations  
+
** Cunning: Increase Damage of your Thievery and Magic instant operations
  
 
=== Rituals ===
 
=== Rituals ===
Line 230: Line 230:
 
| 1a = Heretic
 
| 1a = Heretic
 
| 1b =   
 
| 1b =   
 +
* +100% Guilds Effectiveness
 +
* Wizards do not die on failed spells
 
* -66% Thieves lost on failed ops
 
* -66% Thieves lost on failed ops
* +100% Guilds Effectiveness
+
* +40% Channeling and Crime Science Effectiveness
* +40% Magic Science Effectiveness
+
* +1 Mana per Tick
* +40% Thievery Science Effectiveness
+
* Access to Blizzard, Chastity, Fool's Gold and Nightmare
* +1% Extra Mana Per Tick
 
* No wizards killed from failed spells
 
* Access to Blizzard, Fools Gold, Nightmare and Chastity
 
  
 
* Starts with +400 wizards and +400 thieves
 
* Starts with +400 wizards and +400 thieves
Line 243: Line 242:
 
| 2b =  
 
| 2b =  
 
* +200% Guilds Effectiveness
 
* +200% Guilds Effectiveness
* +100% Magic Science Effectiveness
+
* +100% Channeling Science Effectiveness
 
* +20% Instant Spell Damage
 
* +20% Instant Spell Damage
* Access to Meteor Showers, Chastity, Paradise and Mage's Fury
+
* Access to Chastity, Mage's Fury, Meteor Showers and Paradise
  
 
* Starts with +800 wizards
 
* Starts with +800 wizards
Line 251: Line 250:
 
| 3a = Paladin
 
| 3a = Paladin
 
| 3b =  
 
| 3b =  
 +
* Can cast support spells on Kingdom mates
 
* +50% Guilds Effectiveness
 
* +50% Guilds Effectiveness
 
* +30% Dragon-slaying Unit Strength
 
* +30% Dragon-slaying Unit Strength
* Can cast support spells on Kingdom mates
+
* Access to all Paladin-Only Spells
* Access to Paladins Inspiration, Divine Shield, Magic Ward, Scientific Insight, Illuminate Shadows, Wrathful Smite and Barrier of Integrity
 
 
   
 
   
 
* Starts with +400 soldiers, +400 specialist credits and +400 wizards
 
* Starts with +400 soldiers, +400 specialist credits and +400 wizards
Line 265: Line 264:
 
* +1 Stealth per Tick
 
* +1 Stealth per Tick
 
* Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
 
* Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
* Spell Book: Gluttony, Paradise and Invisibility
+
* Spell Book: Gluttony, Invisibility and Paradise
  
 
* Starts with +800 thieves
 
* Starts with +800 thieves
Line 279: Line 278:
 
| 6a = Undead
 
| 6a = Undead
 
| 6b =  
 
| 6b =  
* -30% Own casualties when attacking
+
* Spreads and is Immune to The Plague
* -30% Own casualties when defending
+
* -30% Military Casualties in Combat
* Always Carries and is Immune to the Plague
+
* Access to Animate Dead and Greater Protection  
* Chance to Spread Plague
 
* Access to Greater Protection and Animate Dead
 
  
 
* Starts with +800 soldiers and +800 specialist credits
 
* Starts with +800 soldiers and +800 specialist credits
Line 289: Line 286:
 
| 7a = War Hero
 
| 7a = War Hero
 
| 7b =  
 
| 7b =  
* +100% Honor Bonus
+
* +100% Honor Bonuses
* Dragon Immunity
+
* Immune to Dragons
* Offensive specialist gets +1 strength
+
* +1 Offense Specialist Strength
* Convert Specialists into Elites
+
* Converts Specialists into Elites on successful [[War Room|Traditional Marches]]
* Access to War Spoils, Pitfalls
+
* Access to Pitfalls and War Spoils
 
   
 
   
 
* Starts with 800 elites
 
* Starts with 800 elites
Line 300: Line 297:
 
| 8b =  
 
| 8b =  
 
* +10% Offensive Military Efficiency
 
* +10% Offensive Military Efficiency
* Full Conquest Access (Regardless of NW range)
+
* Full Conquest Access (Regardless of Networth range)
 
* Access to Bloodlust
 
* Access to Bloodlust
  
 
* Starts with +800 soldiers and +800 specialist credits
 
* Starts with +800 soldiers and +800 specialist credits
 
}}
 
}}
 
 
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
  

Latest revision as of 00:01, 17 November 2018

Age 78
Name:

The Age of Insight

Number:

78

Official Information
Server:

World of Legends

Status:

Finished

Owner:

Muga Gaming

Dates
Start:

8 Oct 2018

End:

17 Nov 2018

Duration (in days):

5 weeks

The Age of Insight (Age 78) - completed Age on World of Legends server.

Mechanics Changes

Attacks & Relations

  • Auto Cease-Fire
    • The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed
  • Kingdom vs Kingdom Gains Reduction
    • The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms
  • Learn Attack
    • While out of war, a Learn attack will be available, it will steal a portion of the target's unallocated books (base ~30%) and a portion of allocated books (base ~5%)
    • A portion of the stolen allocated books will be destroyed
    • A portion of the stolen allocated books will become unallocated for the source to re-allocate
    • Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target
    • All other stolen books will remain in the same science Type (see definition below)
    • IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire
  • War
    • The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war
    • MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are
  • End of War Cease-Fire
    • Population growth will be increase from +500% to +1000%
    • There will be a minimum peasant growth per tick of 500

Buildings

  • Universities
    • Will grant protection against Amnesia and Learn

Science

  • Definition 'Category': A group of science types
  • Definition 'Type': A specific kind of science that provides a bonus, i.e. Population Science
  • Science effects will NOT be based on land size
  • Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)
  • Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)
  • Scientists will create books per tick
  • Scientists get assigned to a Category (random or chosen)
  • Scientists can progress in experience level which will increase book per tick generation
  • Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category
  • Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don't generate any books, they will generate books upon the first tick in whichever category they are in)
  • Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation
  • Books can be allocated to any science Type within the Category they have been produced
  • Science effects will be diminishing returns starting from 0
  • SoS will show unallocated books and total science effects / books / scientists (and level)
  • Scientists will not have a networth value
  • Books will have a networth value TBD (allocated and unallocated will be the same value)
  • Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle
  • Science types are split into three categories:
  • Economy:
    • Housing: Population bonus
    • Tools: Building Efficiency bonus
    • Production: Rune & Food production bonus
    • Alchemy: Income bonus
    • Bookkeeping: Wage reduction
    • Artisan: Construction time reduction
  • Warfare:
    • Siege: Attack gains bonus
    • Tactics: Offensive Military Efficiency
    • Valor: Military train time reduction & Dragon slaying bonus
    • Heroism: Draft speed increase & draft cost reduction
    • Strategy: Defensive Military Efficiency
  • Arcane Arts:
    • Crime: Thievery Effectiveness bonus (TPA)
    • Sorcery: Wizard Effectiveness bonus (WPA)
    • Shielding: Reduction of Enemy Thievery and Magic instant operation damage
    • Invocation: Ritual cost reduction
    • Cunning: Increase Damage of your Thievery and Magic instant operations

Rituals

Stats listed here considered 'base effectiveness'

  • Affluent: Income +20% & Draft Speed +25%
  • Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
  • Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
  • Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks
  • Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
  • Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
  • Onslaught: +10% OME & +15% enemy casualties on attacks
  • Resilient: Removed

Spells

  • Amnesia
    • Will be WAR only
    • Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire

Miscellaneous

  • Inactive Removal
    • The days required for a Monarch to have the option to remove provinces will be reduced from 4 to 3 (48 hours to receive + for inactivity, then 3 days to be capable of manual removal)

Bug Fixes

  • The History page in the advisor section will be updated with more unique information for your viewing pleasure

Races

 Avians  Dwarves  Elves  Faeries
  • -30% Attack travel time
  • +40% Birth Rate
  • +35% Specialist Credits from Attacks
  • +25% Building Efficiency
  • Free Building Construction
  • -50% Building Construction Time
  • +35% Wizardry Effectiveness (WPA)
  • +30% Tower Effectiveness
  • +1 Defensive Specialist Strength
  • +30% Self Spell Duration (will not affect spells on others)
  • +20% Sabotage Operation Damage

Fanaticism, Greater Protection

Mystic Aura, Inspire Army

Inspire Army

Animate Dead, Greater Protection, Mystic Aura, Tree of Gold

  • Cannot Use War Horses or Stables
  • -5% Battle Gains
  • Can't use Accelerated Construction
  • +75% Food consumption
  • +30% Wages
  • -10% Income

Elite: 8/3, 900gc, 9 NW

Elite: 7/4, 925gc, 9 NW

Elite: 8/3, 950gc, 9.5 NW

Elite: 3/8, 1100gc, 10.0 NW

 
 Halflings  Humans  Orcs
  • +30% Thievery Effectiveness (TPA)
  • +7% Population
  • -50% Thief Costs
  • +1 Offense/Defense Soldiers
  • +30% Income
  • Income Penalty Protection
  • +15% Building and Specialist Credits from Attacks
  • +20% Battle Gains
  • +15% Enemy casualties when attacking
  • -75% Draft Costs


Aggression, Town Watch


Greater Protection, Inspire Army, Quick Feet


Reflect Magic

  • -5% Building Effectiveness
  • -10% Wizardry Effectiveness (WPA) and Self Spell Success Chance
  • +10% Military Casualties
  • -10% Science Effectiveness

Elite: 5/7, 900gc, 9.5 NW

Elite: 8/3, 1100gc, 9.5 NW

Elite: 9/2, 925gc, 9.0 NW


Personalities

 Heretic  Mystic  Paladin  Rogue
  • +100% Guilds Effectiveness
  • Wizards do not die on failed spells
  • -66% Thieves lost on failed ops
  • +40% Channeling and Crime Science Effectiveness
  • +1 Mana per Tick
  • Access to Blizzard, Chastity, Fool's Gold and Nightmare
  • Starts with +400 wizards and +400 thieves
  • +200% Guilds Effectiveness
  • +100% Channeling Science Effectiveness
  • +20% Instant Spell Damage
  • Access to Chastity, Mage's Fury, Meteor Showers and Paradise
  • Starts with +800 wizards
  • Can cast support spells on Kingdom mates
  • +50% Guilds Effectiveness
  • +30% Dragon-slaying Unit Strength
  • Access to all Paladin-Only Spells
  • Starts with +400 soldiers, +400 specialist credits and +400 wizards
  • +50% Guilds Effectiveness
  • +75% Thieves' Dens Effectiveness
  • +50% Crime Science Effectiveness
  • +1 Stealth per Tick
  • Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Spell Book: Gluttony, Invisibility and Paradise
  • Starts with +800 thieves
 
 Tactician  Undead  War Hero  Warrior
  • -15% Attack Time
  • Accurate Espionage
  • Access to Clear Sight and Fanaticism
  • Starts with +800 soldiers and +800 specialist credits
  • Spreads and is Immune to The Plague
  • -30% Military Casualties in Combat
  • Access to Animate Dead and Greater Protection
  • Starts with +800 soldiers and +800 specialist credits
  • +100% Honor Bonuses
  • Immune to Dragons
  • +1 Offense Specialist Strength
  • Converts Specialists into Elites on successful Traditional Marches
  • Access to Pitfalls and War Spoils
  • Starts with 800 elites
  • +10% Offensive Military Efficiency
  • Full Conquest Access (Regardless of Networth range)
  • Access to Bloodlust
  • Starts with +800 soldiers and +800 specialist credits

Rituals

Kingdom Rituals
Ritual Description
Affluent
  • +20% Income, +25% Draft Speed
Barrier
  • +10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
Expedient
  • -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Times, -25% Construction Costs
Expropriation
  • -10% Combat Gains, +20% Honor Gains on Attacks
Godspeed
  • -10% Attack Time, -15% Offensive Casualties
Havoc
  • +30% Offensive WPA/TPA, +10% Spell/Thief Damage
Onslaught
  • +10% Offensive Military Efficiency, +15% Offensive Enemy Casualties

Dragons

Dragon Type
Emerald Sapphire* Gold Ruby

+20% Military losses in combat & -15% Attack gains

-25% Thievery & Magic Effectiveness

-25% from Building Efficiency

-10% 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