Relations

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Attacking another kingdom affects the relations between the two kingdoms.

By continually attacking, your kingdom's conflict level against said 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 Table

Inter-Kingdoms' Relations
Ceasefire Normal Unfriendly Hostile War
  • Prohibits any Attacks
  • Prohibits any Spells
  • Prohibits any Thievery Operations
  • Annul Hostile Meter
  • 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)

Relation Types

Normal

  • No effects


This is Relation by default.

At the begin of Age, all Kingdoms have Normal Relations between each other.

When Ceasefire is broken, Normal Relation remains. When War ended, both Kingdoms have Normal Relation between each other.

Ceasefire


Both Monarchs could accept Ceasefire, if one Monarch send an proposal to Ceasefire, another accept it. It breaks only if someone from Monarchs break it.

End-of-War_Ceasefire have a bit different effects, and other conditions.

Unfriendly

  • Unlocks certain ( Unfriendly / Hostile / War ) spells and thievery operations to opposite Kingdom


When minimum limit of attacks and hostility points riches, Normal relation become Unfriendly towards another Kingdom. If hostility points fall down below this limit, return Normal relation instead.

Unfriendly relation permit use more complex and fierce operations and spells to opposite kingdom.

Hostile

  • +10% Combat Gains
  • Increases the Networth Range of the Conquest Attack
  • Mana & Stealth costs for offensive spells/ops reduced to 2%
  • Enables Monarch bonuses: 10% Increase in your defensive military strength, magic & thievery


When sufficient limit of attacks and hostility points riches, Unfriendly relation become Hostile towards another Kingdom. If hostility points fall down below this limit, return Unfriendly relation instead.

The Hostile Meter

Each attack generates hostility points. Traditional Marches 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 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.
  • Below the cap, only the kingdom with the lower hostility points may declare war.
  • The Hostile Meter is capped at 200 points.
  • If both Kingdoms reach the cap, then both Kingdoms will have the option to declare war.
  • If there is a disparity between the two Kingdoms' hostility point totals greater than 100, then gains on attacks will be reduced.
  • The reduction is on a linear scale starting at a 100 point difference to a 200 point difference at which the gains for the aggressor Kingdom will be reduced by 50%.

More detailed information about the Hostile Meter may be found here.

War

War begins when someone declare a War. It can't continue less then 48 hours(Utopian Days) since it starts. A Kingdom can have in same time only one War with one Kingdom.

War make possible to take maximum gains and honor through combat activity.

Immediate Effects

  • War annul Hostile Meter with everybody. This overrides Unfriendly and Hostile relations with all other kingdoms to Normal.


Benefits
  • -10% Attack Time
  • Enhanced Massacre Destroys Buildings
  • Mana & Stealth costs for offensive spells/ops reduced to 2%
  • Attacks gain 10% additional land from opponents explore pool.
  • Enables Monarch bonuses: 10% Increase in your defensive military strength, magic & thievery


Penalties
  • The Paradise Spell cannot be cast
  • Science Research Limited to "Active" Level or Below
  • +100% Exploration Costs

After 12 Hours

Benefits
  • -20% Attack Time


After 24 Hours

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)

Starting a War

Upon reaching Hostile relations, 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 War tab. If both kingdoms hostility levels fill the hostile meter then both kingdoms will have a "declare war" button. If the monarch chooses to war, certain effects are immediately applied, while others slowly take effect; rising to their maximum potential over a 24 hour period.


Ending a War

Only the Kingdoms' Monarch 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.

Withdrawal

Once the minimum time limit is reached, either kingdom can withdraw from war.

After withdrawing, the losing kingdom's total honor is reduced by 3%. This lost honor is evenly distributed between the winning kingdom's provinces. 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.

Victory

There is only one way to win - if the opposite Kingdom withdraw from war.

After winning, the losing kingdom's total honor is reduced by 3%. This lost honor is evenly distributed between the winning kingdom's provinces.


End-of-War Ceasefire

After a war ends, neither kingdom may have any relations for an 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.

During this ceasefire, both sides benefit from +300% birth rates.


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. Any offending material can be removed by either kingdom's monarch.


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