Difference between revisions of "Relations"

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== Ceasefire ==
 
== Ceasefire ==
* Also known as a '''Non Aggression Pact''' (as seen on the opposing kingdom page and when targeting with spells/ops).
+
==== Agreed Ceasefire ====
 +
Also known as a '''Non Aggression Pact''' (as seen on the opposing kingdom page and when targeting with spells/ops).
 
* Prohibits any [[War_Room|Attacks]], Spells, or Ops between opposing kingdoms
 
* Prohibits any [[War_Room|Attacks]], Spells, or Ops between opposing kingdoms
* Annuls [[Hostile Meter]]
+
* Annuls [[Hostile Meter|Hostility Meter]]
 
* Minimum duration of 1 [[Utopia Time| Utopian Month]]
 
* Minimum duration of 1 [[Utopia Time| Utopian Month]]
 
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]
 
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]
  
 +
Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks.<br> While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.
  
Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks. While a Ceasefire is in effect, no hostile actions (including intel-gathering) will be allowed between the two kingdoms. In-game mail can still be exchanged.
+
==== Forced Ceasefire ====
 
+
<!---* Also known as an '''Auto-Ceasefire'''
==== Surrender ====
 
* Also known as an '''Auto-Ceasefire'''
 
 
* Minimum duration of 1 [[Utopia Time|Utopian Year]]
 
* Minimum duration of 1 [[Utopia Time|Utopian Year]]
 
* Becomes available once the following conditions are met:
 
* Becomes available once the following conditions are met:
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** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]
 
** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]
  
In the event that a kingdom is unable to withstand the might of an aggressor kingdom, they will be given the option to surrender. This will enforce an automatic ceasefire agreement that cannot be broken for 1 week. To have the option to surrender, the kingdom must be out of warring range of the enemy kingdom, and they cannot have made any attacks in the past 12 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from war).
+
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom (the Kingdom with the higher Meter Points), they will be given the option to Surrender.<br>
 +
This will enforce an automatic (forced) Ceasefire agreement that cannot be broken for 96 hours.<br>
 +
This option is available only if:
 +
* the Aggressor Kingdom has reached Hostile relations with the Defending Kingdom
 +
* the Defending Kingdom has not reached Hostile relations with the Aggressor Kingdom
 +
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); hostile Sorcery or Thievery Ops will not reset this timer; this timer does not apply if the Defending Kingdom is at War
 +
* the Defending Kingdom is out of War Range (85%-117.64%)
 +
 
 +
''If Defensive FCF is used in War Range, the Defending Kingdom will pay (to the Aggressor Kingdom) up to 3% of the Defender’s total Kingdom Honor based on Relative Kingdom Networth, and the Aggressor Kingdom will receive War Win points (the Defending Kingdom will not lose any War Win points).''-->
 +
 
 +
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom, they will be given the option to Surrender.<br>
 +
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:
 +
* the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom
 +
* the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom
 +
* the Defending Kingdom is out of War Range (85%-117.64%)
 +
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer
 +
* the Defending has not sent any Dragons for at least 3 ticks
 +
 
 +
 
 +
An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:
 +
* the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks
 +
* the Aggressor has not sent any Dragons for at least 24 Ticks
 +
* the Aggressor is not at War (including EoWCF)
 +
* the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)
 +
(the 24 Ticks waiting period will not begin until EoWCF concludes)
 +
<!--''If Aggressive FCF is used in while the Defender is in War Range, the Aggressor Kingdom will receive War Win points.''-->
 +
 
 +
<!--War Win points awarded by Forced Ceasefire in Range are based on a percentage of a War Win by the Aggressor against the Defender.  If the two Kingdoms are equal in Net Worth and War Win points, the Aggressor would receive 10% of what they would receive from a War Win.  This will scale as high as 40% against a Kingdom at max relative Networth and significantly higher War Win points, or as low as 0% against a Kingdom that is below 50% of the Aggressor’s War Win points.-->
  
 
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.
 
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.
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<!--* Mana & Stealth costs for offensive spells/ops reduced to 2%-->
 
<!--* Mana & Stealth costs for offensive spells/ops reduced to 2%-->
  
When the [[Hostile Meter]] reaches '''5''' hostility points (as a result of [[War Room|attacking]]), the aggressor kingdom becomes '''Unfriendly''' towards the opposing Kingdom. If the meter decays below this limit, '''Normal''' relations are resumed.
+
When the [[Hostile Meter|Hostility Meter]] reaches '''15''' hostility points, the aggressor kingdom becomes '''Unfriendly''' towards the opposing Kingdom. If the meter decays below this limit, '''Normal''' relations are resumed.
  
 
Unfriendly relations permit the use of more complex (and damaging) operations and spells to the enemy kingdom.
 
Unfriendly relations permit the use of more complex (and damaging) operations and spells to the enemy kingdom.
  
 
== Hostile==
 
== Hostile==
* +10% Combat Gains
+
<!--* +10% Combat Gains
* Increases the Networth Range of the Conquest Attack
+
* Increases the Networth Range of the Conquest Attack-->
 
* Mana & Stealth costs for offensive spells/ops reduced to 2%
 
* Mana & Stealth costs for offensive spells/ops reduced to 2%
 +
* Unlocks [[Mystics#Meteor_Showers|Meteor Showers]]
 +
 +
When the [[Hostile Meter]] reaches '''30''' hostility points, the Aggressor Kingdom becomes '''Hostile''' towards the opposing Kingdom. If the Meter decays below this limit, '''Unfriendly''' relations are resumed.
 +
 +
====The Hostility Meter====
 +
Each attack generates hostility points. Traditional Marches, Conquests, Plunders, Learns, Massacres and Razes generate 3 points whereas Ambushes generate 1.5 points. Bounces generate points based on relative Offense/Defense. Sending a Dragon will move the Hostile Meter by 30 points. Offensive Spells and Thievery Operations move the Meter as well.
 +
*Unfriendly is achieved at 15 points and Hostile is achieved at 30 points.
 +
*To declare War, the declaring Kingdom must be at least Unfriendly with the Kingdom that is being declared on, and the Kingdom being declared on must be Hostile towards the declaring Kingdom.
 +
*If both kingdoms reach Hostile relations, the kingdom with fewer Meter points can declare War. When 60 points are reached by both kingdoms, either one can declare.
 +
*The Hostility Meter is capped at 180 points.
 +
 +
== War ==
 +
War begins when a kingdom ''declares War'' on a Hostile kingdom '''OR''' if the maximum hostility level is reached by both Kingdoms.
  
 +
In order to declare War, a Kingdom must:
 +
* have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)
 +
* be in Range (more than 85% and less than 117.64% of its Net Worth or Land)
 +
* be ''at least'' '''Unfriendly''' with the opposing Kingdom, '''AND''' that Kingdom must be '''Hostile''' with your Kingdom
  
When the [[Hostile Meter]] reaches '''15''' hostility points, the aggressor kingdom becomes '''Hostile''' towards the opposing kingdom. If the meter decays below this limit, '''Unfriendly''' relations are resumed.
+
''In instances where both kingdoms are '''Hostile''', the Kingdom with fewer meter points will receive the [[Relations#Starting_a_War|"button"]] and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare''
  
====The Hostile Meter====
+
''If 180 points are reached by both Kingdoms, War automatically starts.''
Attacks, spells and thievery operations generates hostility points. Traditional Marches, Conquests, Plunders, Massacres and Razes generate 2 points whereas all other attacks generate 1 point.
 
*Unfriendly is achieved at 5 points and Hostile is achieved at 15 points.
 
*To declare war, the kingdom being declared on must be Hostile towards the declaring kingdom.
 
*If both Kingdoms are Hostile, either Kingdom may declare War.
 
<!---*The Hostile Meter is capped at 150 points.
 
*If both Kingdoms reach the cap, then war starts automatically.
 
*If the disparity between two Kingdoms' hostility points is over 50, then gains on attacks will be reduced (throttled).
 
*The reduction is on a linear scale starting at a 50 point difference to a 125 point difference at which the gains for the aggressor Kingdom will be reduced by 75%.--->
 
More detailed information about the Hostile Meter may be found '''[[Hostile_Meter|here.]]'''
 
  
== War ==
 
War begins when a kingdom declares war on a Hostile kingdom. <!---A kingdom may only declare war if its target has more than 80% and less than 125% of its [[Networth]] or Land, '''OR''' if the maximum hostility level is reached by both kingdoms. However, War Win bonuses are not rewarded if the kingdoms are out of range at the time war begins.--->
 
  
In order to declare war, each kingdom must have received attacks, spells or operations from at least three unique provinces on either side, and that kingdom '''Hostile''' with your kingdom. In instances where both kingdoms are '''Hostile''', either kingdom is able to declare. Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration. War Win bonuses are not rewarded if the kingdoms are out of range at the time war begins (80%-125%).
+
Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration.
  
A kingdom can only war one kingdom at a time.
+
A Kingdom can only War one other Kingdom at a time.
  
Honor and land gains are higher in war than out of war.
+
Honor and Land gains are higher in War than out of War.
  
 
=== Immediate Effects ===
 
=== Immediate Effects ===
* War overrides relations with all other kingdoms. Upon leaving war, '''Normal''' relations willresume. While in war, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/6th of the meter, whichever is greater.
+
* War overrides relations with all other kingdoms. Upon leaving War, '''Normal''' relations will resume. While in War, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/5th of the Meter, whichever is greater.
 
 
 
{{H3|Benefits}}
 
{{H3|Benefits}}
 
<!-- *Attacks generate new honor -->
 
<!-- *Attacks generate new honor -->
*Mana & Stealth costs for offensive spells/ops reduced to 2%
+
* Mana & Stealth costs for offensive spells/ops reduced to 2%
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation
+
<!--* -25% Build Time
* Unlocks [[Mystics#Amnesia|Amnesia]] spell
+
* +25% Draft Speed
 +
*-25% Military Training Time-->
 +
* Unlocks [[Thievery#Propaganda|Propaganda]] and [[Thievery#Sabotage_Wizards|Sabotage Wizards]] Operations
 +
* Unlocks [[Mystics#Amnesia|Amnesia]] and [[Mystics#Expose_Thives|Expose Thieves]] Spells
  
 
{{H3|Penalties}}
 
{{H3|Penalties}}
*The Paradise Spell cannot be cast
+
*[[Mystics#Paradise|Paradise]] cannot be cast (except during EoWCF)
*500% Exploration Costs
+
*600% Exploration Costs
  
 
=== After 12 Hours ===
 
=== After 12 Hours ===
 
{{H3|Benefits}}
 
{{H3|Benefits}}
*-25% Attack Time
+
*-15% Attack Time
  
 
=== After 24 Hours ===
 
=== After 24 Hours ===
 
{{H3|Benefits}}
 
{{H3|Benefits}}
*-25% Military Losses
+
*-80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)
*-25% Military Training Time
 
*-75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)
 
  
 
=== Fake War ===
 
=== Fake War ===
 
Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.
 
Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.
  
Ways a war can be faked (Please note, this is just an idea and not a comprehensive list):
+
Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):
*Requesting specific people be targeted by opposing kingdom or accepting to action a request from the opposing monarch.
+
*Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch
*Non-aggression pact during war of any duration and at any time.
+
*Non-aggression pact during War of any duration and at any time
*Attempts to manipulate war-win rankings using friends to initiate multiple wars.
+
*Attempts to manipulate War-Win rankings using friends to initiate multiple Wars
*Agreement to trading acres for a war win.
+
*Agreement to trading Acres for a War Win
*"Ending" a war before minimum war duration.
+
*"Ending" a war before minimum war duration
  
 
Punishments may include (Again, not a comprehensive list):
 
Punishments may include (Again, not a comprehensive list):
*Removal from the End of Age rankings for both kingdoms.
+
*Removal from the End of Age rankings for both kingdoms
*Deletion and temporary ban of players making the agreement.
+
*Deletion and temporary ban of players making the agreement
*Removal of war wins.
+
*Removal of war wins
*Monarchs of both kingdoms deleted.
+
*Monarchs of both Kingdoms deleted
*Removal of any gains of the fake war from all kingdom members (even if they were unaware of the fake war).
+
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)
 +
 
  
 
= Starting a War =
 
= Starting a War =
Once the '''Hostile''' relation status has been reached, the Monarch of the least hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of '''Unfriendly'''. This "War Button" appears on the Relations Page under the War tab. If the [[Hostile Meter]] between the kingdoms maxes out, both kingdoms will have a "declare war" button. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.
+
Once the '''Hostile''' relation status has been reached by one kingdom, the Monarch of the least hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of '''Unfriendly'''. This "War Button" appears on the Relations Page under the War tab. If both kingdoms have reached '''Hostile''' relations status, the kingdom with fewer points (while under 60 points) will have a "Declare War" button. When both kingdoms reach 60 points, the button will be available to both. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.
 
+
<!--==== Propose War ====
==== Propose War ====
+
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|Tick]] (Utopian Day) and, once accepted, will begin war '''instantly'''. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.-->
 
 
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|tick]] (Utopian Day) and, once accepted, will begin war '''instantly'''. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.
 
  
 
= Relation Table =
 
= Relation Table =
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|- {{LightGreenCell}}
 
|- {{LightGreenCell}}
 
! width="15%" | Ceasefire
 
! width="15%" | Ceasefire
! width="10%" | Normal
+
! width="10%" | Normal (0-14.99)
! width="20%" | Unfriendly
+
! width="20%" | Unfriendly (15-29.99)
! width="25%" | Hostile
+
! width="25%" | Hostile (30-180)
 
! width="30%" | War
 
! width="30%" | War
  
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'''End Of War Ceasefire'''
 
'''End Of War Ceasefire'''
  
* Min 12 U-Days
+
* Min 24 U-Days
 
* Max 96 U-Days
 
* Max 96 U-Days
* +1000% birth rate (minimum 500) for the first 36h
+
* +1000% birth rate (minimum 500) for the first 24 U-Days
* Explore penalty reduced to 250% for provinces below kingdom median (including incoming explored acres)
+
* Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)
* 30% reduction in training costs of all troops.
 
* Draft cost reduced 50%
 
 
* Combined with War Relations
 
* Combined with War Relations
 
* Separate annul the Relations (War and CF)
 
* Separate annul the Relations (War and CF)
* All land currently out with armies at war end returns home immediately.
+
* All Land currently out with armies at War end returns home immediately
 +
* All Military Units currently out on Attacks against the War opponent return home immediately
 +
* Negative Spell effects and Riots removed
 
* Dragon project is automatically canceled
 
* Dragon project is automatically canceled
* Instant population growth of 20% of your max pop if you are under 50% of your max pop
+
* Instant Population growth of 20% of your max population if you are under 50% of your max Population
  
  
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* No Effects
 
* No Effects
 
|
 
|
To opposing Kingdom :
+
To opposing Kingdom:
* Unlocks (Unfriendly/Hostile) spells
+
* Unlocks Unfriendly Spells
* Unlocks (Unfriendly/Hostile) thievery operations
+
* Unlocks Unfriendly Thievery Operations
 
|
 
|
* +10% Combat Gains
+
To opposing Kingdom:
* Increases the Networth Range of the Conquest Attack
+
* Unlocks Hostile Spells
* Mana costs for offensive spells reduced to 2%  
+
* Unlocks Hostile Thievery Operations
* Stealth costs for offensive ops reduced to 2%  
+
* Mana cost for Offensive Spells reduced to 2%  
 +
* Stealth cost for Offensive Ops reduced to 2%  
  
 
|
 
|
 
<p style="text-align:center;">'''Immediate Effects'''</p>
 
<p style="text-align:center;">'''Immediate Effects'''</p>
* Annul Hostile Meter with everyone
+
* Annul Hostility Meter with everyone
 +
<!--* -25% Build Time
 +
* +25% Draft Speed
 +
* -25% Military Training Time--->
 
----
 
----
 
''Benefits''
 
''Benefits''
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* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation
 
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation
 
* Unlocks [[Mystics#Amnesia|Amnesia]] spell
 
* Unlocks [[Mystics#Amnesia|Amnesia]] spell
* Mana costs for offensive spells reduced to 2%  
+
* Mana costs for Offensive Spells reduced to 2%  
* Stealth costs for offensive ops reduced to 2%  
+
* Stealth costs for Offensive Ops reduced to 2%  
 
----
 
----
 
''Penalties''
 
''Penalties''
* 500% Exploration Costs
+
* 600% Exploration Costs
* No Paradise spell available
+
* [[Mystics#Paradise|Paradise]] unavailable
  
 
<br />
 
<br />
 
<p style="text-align:center;">'''After 12 Hours (12 Utopian Days)'''</p>
 
<p style="text-align:center;">'''After 12 Hours (12 Utopian Days)'''</p>
 
''Benefits''
 
''Benefits''
*-25% Attack Time
+
*-15% Attack Time
 
<br />
 
<br />
 
<p style="text-align:center;">'''After 24 Hours (1 [[Utopia_Time|Utopian Month]])'''</p>
 
<p style="text-align:center;">'''After 24 Hours (1 [[Utopia_Time|Utopian Month]])'''</p>
 
''Benefits''
 
''Benefits''
* -25% Military Losses
+
* -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)
* -25% Military Training Time
 
* -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)
 
 
|}
 
|}
  
 
= Ending a War =
 
= Ending a War =
 
Only the Kingdom's Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.
 
Only the Kingdom's Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.
 
  
 
=== Mutual Peace ===
 
=== Mutual Peace ===
 
This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.
 
This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.
 +
 +
''Both kingdoms receive:''
 +
 +
* 3 times your median Provinces Acres in Specialist Credits
 +
* Free Building Credits to the total of 200% of median province total Land at the end of the War
 +
* A provision of additional land to each province's individual Explore Pool
 +
* Science Books bonus equal to 24 Ticks of production
 +
* 1 additional War Score point
  
 
=== Withdrawal ===
 
=== Withdrawal ===
Once the minimum time limit is reached, either kingdom can withdraw from war.
+
Once the Minimum Time limit is reached (48 Ticks), either Kingdom can Withdraw from War. Withdrawals can occur if the Withdrawing Kingdom has not committed any Attacks within the past 2 Ticks.
 +
 
 +
War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent's Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.
  
War will end automatically (your opponent will automatically withdraw) if your opponent's kingdom networth drops to 50% of yours. This will only occur after a minimum of 7 days (1 Utopian year).
+
''The Withdrawing Kingdom receives the following '''benefits''':''
  
Withdrawals can only occur if the withdrawing kingdom has not committed any attacks within the past two Utopian Days. Withdrawing rewards the opposing kingdom with a war win that will show on their kingdom page.
+
* 3 times your median Provinces Acres in Specialist Credits
 +
* Free Building Credits to the total of 200% of median Province total Land at the end of the War
 +
* A provision of additional Land to each Province's individual Explore Pool
 +
* Science Books bonus equal to 24 Ticks of production
  
=== Victory ===
+
''The Withdrawing Kingdom incurs the following '''penalties''':''
A kingdom is victorious when its opponent withdraws from war. This is also called surrendering. A kingdom can only withdraw if it makes no attacks for two consecutive ticks. It can then withdraw on the third tick. Dragons, aid, thievery operations and magic spells do not affect a kingdom's ability to withdraw. 
 
  
War will also end automatically when a kingdom's networth drops to 50% of its opponent's networth. This will cause the smaller kingdom to automatically withdraw and can only occur after a minimum of 7 days (1 Utopian year).
+
* 5% of the Kingdom's Land will be lost and transferred to the Winning Kingdom
 +
* 5% of the Kingdom's Honor will be lost and transferred to the Winning Kingdom
  
After war, the winning kingdom receives the following benefits:
+
=== Victory ===
 +
A Kingdom is victorious when its opponent withdraws from War. This is also called Surrendering. A Kingdom can only Withdraw if it makes no Attacks for 2 consecutive Ticks. It can then Withdraw on the 3rd Tick. Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom's ability to Withdraw. 
 +
<!--War will also end automatically when a Kingdom's Net Worth drops below 67% of its opponent's Net Worth. This will cause the smaller Kingdom to automatically Withdraw and can only occur after a minimum of 48 Ticks.-->
  
* 3 times your median provinces acres in spec credits
+
''After War, the winning kingdom receives the following '''benefits''':''
* Free building credits to the total of 150% of each province's total land at the end of the war
 
* Land and honor bonus
 
* A provision of additional land to each province's individual explore pool
 
* Recognition on kingdom page based on the number of War Win points achieved
 
* Each additional 'tier' achieved will increase War Win bonus by 10% (capped at 50% larger than baseline bonus)
 
  
The losing kingdom receives the following benefit:
+
* 3 times your median Provinces Acres in Specialist Credits
 +
* Free Building Credits to the total of 200% of Median Province total Land at the end of the War
 +
* A provision of additional Land to each Province's individual Explore Pool
 +
* Science Books bonus equal to 36 ticks of Production
 +
* +50% advancement towards the next Scientist
 +
* Land bonus equal to 5% of the losing Kingdom's total Land at the end of the War, subtracted from each Province then transferred and distributed evenly
 +
* Land bonus equal to 10% of the losing Kingdom's total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom
 +
* Honor bonus equal to 5% of the losing Kingdom's total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province
 +
* <!--[[Kingdom_Recognition|Recognition]]-->Recognition on Kingdom Page based on the number of Wars achieved
 +
* 2 additional War Score points
  
* Free building credits to the total of 50% of each province's total land at the end of the war
+
'''Note:'''<br>
* A provision of additional land to each province's individual explore pool
+
* Each additional <!--'[[Kingdom_Recognition|Tier]]'-->War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.<br>
 +
* War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.
 +
* At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms' total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.
 +
* War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.
  
 
=== End-of-War Ceasefire ===
 
=== End-of-War Ceasefire ===
After a war ends, neither kingdom may have any relations for an [[Utopia Time|Utopian Month]] and are automatically placed in a 12 hour end-of-war ceasefire. During the ceasefire both kingdoms remain in war relations, thus retaining the protection benefits while rebuilding. After 12 hours, the kingdoms have the choice either to end the ceasefire or to wait up to an additional 84 hours. This choice is independent of the other kingdom.
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After a War ends, neither Kingdom may have any Relations for an [[Utopia Time|Utopian Month]] and are automatically placed in a 24 hour End-of-War Ceasefire. During the ceasefire both Kingdoms remain in War relations, thus retaining the protection benefits while rebuilding. After 24 hours, the Kingdoms have the choice either to end the Ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other Kingdom.  
  
During this ceasefire, both sides benefit from:
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''During this ceasefire, both sides benefit from:''
  
  * All land currently out with armies at war end returns home immediately
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* Building Efficiency automatically restored to 100% if below 100%
  * Instant population growth of 20% of your max pop if you are under 50% of your max pop
+
  * All Land currently out with armies at War end returns home immediately
  * +1000% Birthrate (minimum 500) for the first 36h
+
* All Military Units currently out on Attacks against the War opponent return home immediately
  * Explore penalty reduced to 250% for provinces below kingdom median (including incoming explored acres)
+
* Negative Spell effects and Riots are removed
  * Draft cost reduced 50%
+
* Any Provinces affected by Plague it removed instantly
* Any provinces affected by plague will have it removed instantly
+
  * Instant Population growth of 20% of maximum if you are under 50% of your maximum Population
 +
  * +1000% Birth Rate (minimum 500) for the first 24 Ticks
 +
  * Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)
 +
  * Access to Paradise spell
 
  * Dragons that have already begun will be automatically canceled upon entering EoWCF
 
  * Dragons that have already begun will be automatically canceled upon entering EoWCF
+
 
**'''NOTE:''' Upon exiting EoWCF, all credits (building & specialist credits) will be lost.
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'''Note:''' <br> All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire
 +
 
 +
= Out-Of-Range War Benefits =
 +
There are no benefits for a War that was conducted outside of War Range (85%-117.64%). Neither winner or loser will gain Training or Building Credits and their Land and Troops will not instantly return (they will return at normal time).
  
 
= War Forum =
 
= War Forum =
Shortly after declaring war, a temporary Forum is created. This is known as the War Forum.
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Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.
 +
 
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In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones.  
  
In the War Forum provinces from either kingdom can interact by starting new threads or posting in existing ones. Provinces are expected to interact respectfully. Any offending material can be removed by either kingdom's Monarch or Steward.
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Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom's Monarch or Steward.
  
=Stances (retired)=
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<!--=Stances (retired)=
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: '''[[Stances]]'''.
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As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: '''[[Stances]]'''.-->
  
 +
[[Category:Guide]]
 
[[Category:Formulas]]
 
[[Category:Formulas]]
  

Latest revision as of 21:00, 25 October 2024

Attacking another kingdom affects the relations between the two kingdoms.

By continually attacking, your kingdom's conflict level against the opposing kingdom will elevate, thereby changing the relation type; first from Normal to Unfriendly, and then Hostile.

There are five relation types, each of which have various benefits and penalties.


Relation Types

Each kingdom will have differing relations amongst one another in the world of Utopia. How these relations evolve (or fall apart) will be dependent on the history, conflict level, and diplomatic abilities of the Monarchs and their Stewards. You can see your relation with any given kingdom by viewing their respective Kingdom page. It is indicated as such:

 Their Attitude Towards Us : XX
 Our Attitude Towards Them : YY

Normal

  • No effects

This is the default relation between all kingdoms from the start of the Age. Normal relations will resume after a War or Ceasefire ends.

Ceasefire

Agreed Ceasefire

Also known as a Non Aggression Pact (as seen on the opposing kingdom page and when targeting with spells/ops).

Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks.
While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.

Forced Ceasefire

In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom, they will be given the option to Surrender.
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:

  • the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom
  • the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom
  • the Defending Kingdom is out of War Range (85%-117.64%)
  • the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on withdrawing from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer
  • the Defending has not sent any Dragons for at least 3 ticks


An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:

  • the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks
  • the Aggressor has not sent any Dragons for at least 24 Ticks
  • the Aggressor is not at War (including EoWCF)
  • the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)

(the 24 Ticks waiting period will not begin until EoWCF concludes)


End-of-War Ceasefire has slightly different effects and conditions.

Unfriendly

  • Unlocks certain (Unfriendly / Hostile) spells and thievery operations to the opposing Kingdom

When the Hostility Meter reaches 15 hostility points, the aggressor kingdom becomes Unfriendly towards the opposing Kingdom. If the meter decays below this limit, Normal relations are resumed.

Unfriendly relations permit the use of more complex (and damaging) operations and spells to the enemy kingdom.

Hostile

  • Mana & Stealth costs for offensive spells/ops reduced to 2%
  • Unlocks Meteor Showers

When the Hostile Meter reaches 30 hostility points, the Aggressor Kingdom becomes Hostile towards the opposing Kingdom. If the Meter decays below this limit, Unfriendly relations are resumed.

The Hostility Meter

Each attack generates hostility points. Traditional Marches, Conquests, Plunders, Learns, Massacres and Razes generate 3 points whereas Ambushes generate 1.5 points. Bounces generate points based on relative Offense/Defense. Sending a Dragon will move the Hostile Meter by 30 points. Offensive Spells and Thievery Operations move the Meter as well.

  • Unfriendly is achieved at 15 points and Hostile is achieved at 30 points.
  • To declare War, the declaring Kingdom must be at least Unfriendly with the Kingdom that is being declared on, and the Kingdom being declared on must be Hostile towards the declaring Kingdom.
  • If both kingdoms reach Hostile relations, the kingdom with fewer Meter points can declare War. When 60 points are reached by both kingdoms, either one can declare.
  • The Hostility Meter is capped at 180 points.

War

War begins when a kingdom declares War on a Hostile kingdom OR if the maximum hostility level is reached by both Kingdoms.

In order to declare War, a Kingdom must:

  • have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)
  • be in Range (more than 85% and less than 117.64% of its Net Worth or Land)
  • be at least Unfriendly with the opposing Kingdom, AND that Kingdom must be Hostile with your Kingdom

In instances where both kingdoms are Hostile, the Kingdom with fewer meter points will receive the "button" and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare

If 180 points are reached by both Kingdoms, War automatically starts.


Wars last a minimum of 2 Utopian Months (48 hours) after declaration.

A Kingdom can only War one other Kingdom at a time.

Honor and Land gains are higher in War than out of War.

Immediate Effects

  • War overrides relations with all other kingdoms. Upon leaving War, Normal relations will resume. While in War, there is a decay of two hostility points per Utopian Month or 1/5th of the Meter, whichever is greater.
Benefits
Penalties
  • Paradise cannot be cast (except during EoWCF)
  • 600% Exploration Costs

After 12 Hours

Benefits
  • -15% Attack Time

After 24 Hours

Benefits
  • -80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)

Fake War

Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.

Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):

  • Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch
  • Non-aggression pact during War of any duration and at any time
  • Attempts to manipulate War-Win rankings using friends to initiate multiple Wars
  • Agreement to trading Acres for a War Win
  • "Ending" a war before minimum war duration

Punishments may include (Again, not a comprehensive list):

  • Removal from the End of Age rankings for both kingdoms
  • Deletion and temporary ban of players making the agreement
  • Removal of war wins
  • Monarchs of both Kingdoms deleted
  • Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)


Starting a War

Once the Hostile relation status has been reached by one kingdom, the Monarch of the least hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of Unfriendly. This "War Button" appears on the Relations Page under the War tab. If both kingdoms have reached Hostile relations status, the kingdom with fewer points (while under 60 points) will have a "Declare War" button. When both kingdoms reach 60 points, the button will be available to both. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.

Relation Table

Inter-Kingdoms' Relations
Ceasefire Normal (0-14.99) Unfriendly (15-29.99) Hostile (30-180) War
  • Prohibits any Attacks
  • Prohibits any Spells
  • Prohibits any Thievery Operations
  • Annul Hostile Meter



End Of War Ceasefire

  • Min 24 U-Days
  • Max 96 U-Days
  • +1000% birth rate (minimum 500) for the first 24 U-Days
  • Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)
  • Combined with War Relations
  • Separate annul the Relations (War and CF)
  • All Land currently out with armies at War end returns home immediately
  • All Military Units currently out on Attacks against the War opponent return home immediately
  • Negative Spell effects and Riots removed
  • Dragon project is automatically canceled
  • Instant Population growth of 20% of your max population if you are under 50% of your max Population


  • No Effects

To opposing Kingdom:

  • Unlocks Unfriendly Spells
  • Unlocks Unfriendly Thievery Operations

To opposing Kingdom:

  • Unlocks Hostile Spells
  • Unlocks Hostile Thievery Operations
  • Mana cost for Offensive Spells reduced to 2%
  • Stealth cost for Offensive Ops reduced to 2%

Immediate Effects

  • Annul Hostility Meter with everyone

Benefits

  • +10% Combat Gains
  • Unlocks Propaganda thievery operation
  • Unlocks Amnesia spell
  • Mana costs for Offensive Spells reduced to 2%
  • Stealth costs for Offensive Ops reduced to 2%

Penalties

  • 600% Exploration Costs
  • Paradise unavailable


After 12 Hours (12 Utopian Days)

Benefits

  • -15% Attack Time


After 24 Hours (1 Utopian Month)

Benefits

  • -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)

Ending a War

Only the Kingdom's Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.

Mutual Peace

This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.

Both kingdoms receive:

* 3 times your median Provinces Acres in Specialist Credits
* Free Building Credits to the total of 200% of median province total Land at the end of the War
* A provision of additional land to each province's individual Explore Pool
* Science Books bonus equal to 24 Ticks of production
* 1 additional War Score point

Withdrawal

Once the Minimum Time limit is reached (48 Ticks), either Kingdom can Withdraw from War. Withdrawals can occur if the Withdrawing Kingdom has not committed any Attacks within the past 2 Ticks.

War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent's Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.

The Withdrawing Kingdom receives the following benefits:

* 3 times your median Provinces Acres in Specialist Credits
* Free Building Credits to the total of 200% of median Province total Land at the end of the War
* A provision of additional Land to each Province's individual Explore Pool
* Science Books bonus equal to 24 Ticks of production

The Withdrawing Kingdom incurs the following penalties:

* 5% of the Kingdom's Land will be lost and transferred to the Winning Kingdom
* 5% of the Kingdom's Honor will be lost and transferred to the Winning Kingdom

Victory

A Kingdom is victorious when its opponent withdraws from War. This is also called Surrendering. A Kingdom can only Withdraw if it makes no Attacks for 2 consecutive Ticks. It can then Withdraw on the 3rd Tick. Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom's ability to Withdraw.

After War, the winning kingdom receives the following benefits:

* 3 times your median Provinces Acres in Specialist Credits
* Free Building Credits to the total of 200% of Median Province total Land at the end of the War
* A provision of additional Land to each Province's individual Explore Pool
* Science Books bonus equal to 36 ticks of Production
* +50% advancement towards the next Scientist
* Land bonus equal to 5% of the losing Kingdom's total Land at the end of the War, subtracted from each Province then transferred and distributed evenly
* Land bonus equal to 10% of the losing Kingdom's total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom
* Honor bonus equal to 5% of the losing Kingdom's total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province
* Recognition on Kingdom Page based on the number of Wars achieved
* 2 additional War Score points

Note:

  • Each additional War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.
  • War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.
  • At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms' total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.
  • War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.

End-of-War Ceasefire

After a War ends, neither Kingdom may have any Relations for an Utopian Month and are automatically placed in a 24 hour End-of-War Ceasefire. During the ceasefire both Kingdoms remain in War relations, thus retaining the protection benefits while rebuilding. After 24 hours, the Kingdoms have the choice either to end the Ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other Kingdom.

During this ceasefire, both sides benefit from:

* Building Efficiency automatically restored to 100% if below 100%
* All Land currently out with armies at War end returns home immediately
* All Military Units currently out on Attacks against the War opponent return home immediately
* Negative Spell effects and Riots are removed
* Any Provinces affected by Plague it removed instantly
* Instant Population growth of 20% of maximum if you are under 50% of your maximum Population
* +1000% Birth Rate (minimum 500) for the first 24 Ticks
* Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)
* Access to Paradise spell
* Dragons that have already begun will be automatically canceled upon entering EoWCF

Note:
All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire

Out-Of-Range War Benefits

There are no benefits for a War that was conducted outside of War Range (85%-117.64%). Neither winner or loser will gain Training or Building Credits and their Land and Troops will not instantly return (they will return at normal time).

War Forum

Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.

In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones.

Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom's Monarch or Steward.



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