Difference between revisions of "Age 53"

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{{Infobox_Age
 
{{Infobox_Age
|name= not named yet
+
|name= An Era of Supremacy
|number= 53
+
|number= 52
|status= conceivable
+
|status= offline
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
|start= 8 February 2012
+
|start= 31 October 2011
|end= not yet
+
|end= not yet; 8 February 2012
|duration=  
+
|duration= ?101
 
}}
 
}}
  
  
(Age 53) - next [[Age]] on [[World of Legends]] server.
+
'''An Era of Supremacy''' (Age 52) - current [[Age]] on [[World of Legends]] server.
  
  
 
=Changes in brief=
 
=Changes in brief=
  
Potential changes
+
==Race's Changes==
These are the potential changes for age 53 (revision 2). Please direct your comments about these changes to the thread in the suggestions forum [http://forums.utopia-game.com/showthread.php?620572-Comments-on-age-53-potential-changes here].
 
This is revision 2.
 
  
*Game mechanics
+
*Avian
** Fortified stance will be limited in duration. After X days you will be moved into Normal stance with the normal restrictions of any stance change. Currently we are considering a 3 day limit.
+
**lost fog immunity
** We would like to introduce a War Wins chart, ordered by wins*relative net worth of opponents.
+
**- 25% birthrate  (from -20%)
 +
*Dwarf
 +
** + 20% BE (down from 25%)
 +
**Can use credits to raze buildings (new, clarification: credits not consumed when building acres)
 +
**Spell book: add Quickfeet, loses Fog
 +
*Elf
 +
** +30% damage on instant offensive spells.
 +
**Elite Unit: Elf Lord $600
 +
**Spellbook: lost Quickfeet
 +
*Faery
 +
**Spellbook: lost Fog
 +
*Humans
 +
**+ 40% Damage on sabotage ops
 +
*Orcs
 +
**- 40% thievery and magic damage (on offensive operations)
  
 +
==Personalitie's Changes==
  
 +
*The Shepherd
 +
**Immune to Dragons
  
*Race
+
==Game mechanic changes==
  
**Avians
+
*Undeads will not convert any troops if they hit out of the end of war ceasefire period.
**Bonuses:
+
*Fog is removed from the game.
*** - 20% attack times
+
*Honor generation will be reduced - we feel it is currently too high, but it will still be higher than you would have seen in age 50, for example.
*** Defensive Specialist Strength +1
+
*Casting Storms or Drought on a Shepherd will not be blocked but you will get a message that they are immune on a successful cast.
 +
*End of War Ceasefire period can be extended up to 4 days
 +
*As you can see below we heavily modified the meter and the stances, because of this we feel that we have gone a long way to addressing the need for fake wars. In light of these changes we will now be taking punitive action on Fake Wars.
 +
*Meter changes
 +
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.
 +
**Meter Cap 200 points:
 +
**Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.
 +
*Stances
 +
**Aggressive: removed the double points to meter penalty
 +
***+30% Military Wages (increased from 15%)
 +
***+10% Military losses (new: affects hits in and out)
 +
**Fortified: - extensively changed
 +
***-50% gains hitting in (slides in over a period of 24 hours)
  
**Penalty:
 
*** - 10% building efficiency
 
*** No access to stables
 
  
**Other Information:
+
=Races=
*** Offensive Specialist: Griffins (5/0)
 
*** Defensive Specialist: Harpies (0/6)
 
*** Elite Unit: Drake (7/4, $650, 6.5 nw)
 
*** Spell book:  Clear Sight, Town Watch, Fanaticism
 
  
**Dwarves
+
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
**Bonuses:
+
The rtt (Race-table template) number must be equivalent to the total number of races.
*** + 20% BE
+
For example: if there are 8 races, use rtt 8
*** Free Building Construction
+
Using the wrong template number will result in either extra or absent cells.
*** Can use credits to raze buildings
+
The Race-table templates can be used to display up to 12 races only.
 +
Template Parameters:
 +
in the format #-,
 +
where # is a whole number from 1 to 12,
 +
and - is a letter from a to e.
  
**Penalty:
+
Each number corresponds to a major cell position reading left-right, top-bottom
*** Accelerated Construction not available
+
Each letter corresponds to segments within each cell, which should be organised as follows:
*** - 25% thievery effectiveness
+
  #a = Race's name
*** + 50% food consumption
+
  #b = Race's advantages
 +
  #c = Race's disadvantages
 +
  #d = Race's spell book
 +
  #e = Race's elite strength and cost
  
**Other Information:
+
When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
*** Offensive Specialist: Warriors (5/0)
+
-->
*** Defensive Specialist: Axemen (0/5)
 
*** Elite Unit: Berserker (7/5, $750, 6.75 nw)
 
*** Spell book: Vermin, Quick feet
 
  
**Elves
+
{{rtt 8
**Bonuses:
+
| 1a = Avians
*** + 2 mana per tick in war
+
| 1b =
*** Defensive Specialist Strength +1
+
* - 25% attack time
*** +30% damage on instant offensive spells.
+
| 1c =
 +
* - 25% Birthrate
 +
* No Access to Stables
 +
| 1d = Clear Sight, Town Watch
 +
| 1e = 8/3 Elite - $650
  
**Penalty:
+
| 2a = Dwarves
*** None
+
| 2b =
 +
* + 20% Building Efficiency
 +
* Free Building Construction
 +
* Can use credits to raze buildings
 +
| 2c =
 +
* - 20% Thievery Effectiveness
 +
* Double Food Consumption
 +
* Can't use Accelerated Construction
 +
| 2d = Animate Dead, Quick feet
 +
| 2e = 7/4 Elite - $800
  
**Other Information:
+
| 3a = Elves
*** Offensive Specialist: Rangers (5/0)
+
| 3b =
*** Defensive Specialist: Archers (0/6)
+
* + 2 Mana Recovery / Tick in war
*** Elite Unit: Elf Lord (6/3, $600, 6 nw)
+
* + 1 Defensive Specialist Strength
*** Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
+
* + 30% Spell Damage (Instant Spells)
 +
| 3c =
 +
* No Access to Dungeons
 +
| 3d = Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
 +
| 3e = 7/3 Elite - $600
  
**Faery
+
| 4a = Faeries
**Bonuses:
+
| 4b =
*** + 50% magic effectivness
+
* + 50% Magic Effectiveness
*** + 50% thievery effectiveness
+
* + 1 Stealth Recovery / Tick
 +
| 4c =
 +
* - 10% Population
 +
| 4d = Access to All Spells
 +
| 4e = 4/7 Elite - $900
  
*Penalty:
+
| 5a = Halflings
*** - 10% population
+
| 5b =
*** Offensive Specialist Strength -1
+
* + 40% Thievery Effectiveness
 +
* - 50% Thief Cost
 +
* + 5% Population
 +
* 100% Accurate Espionage in war
 +
| 5c =
 +
* No Access to Hospitals
 +
| 5d = Vermin, Town Watch, Quick Feet, War Spoils
 +
| 5e = 6/5 Elite - $500
  
**Other Information:
+
| 6a = Humans
*** Offensive Specialist: Magicians (4/0)
+
| 6b =
*** Defensive Specialist: Druids (0/5)
+
* + 30% Income
*** Elite Unit: Beastmasters (3/8, $1000, 7.0 nw)
+
* + 40% Thievery Damage (Sabotage Ops)
*** Spellbook: All spells
+
| 6c =
 +
* - 20% Magic Effectiveness
 +
* - 1 Offensive Specialist Strength
 +
| 6d = Greater Protection, Aggression
 +
| 6e = 8/3 Elite - $800
  
**Halflings
+
| 7a = Orcs
** Bonuses:
+
| 7b =
*** + 1 extra stealth per tick
+
* + 30% Gains
*** - 50% thief cost
+
* - 30% Draft Cost
*** + 10% population
+
* Earns Elite Credits
*** Espionage operations are 100% accurate in war
+
| 7c =
 +
* - 50% Bonuses from Honor
 +
* - 40% Thievery and Magic Damage and Duration
 +
| 7d = Fanaticism, Aggression, Bloodlust
 +
| 7e = 9/2 Elite - $800
  
** Penalty:
+
| 8a = Undead
*** -20% birthrate
+
| 8b =
 +
* No Troops Lost on offense
 +
* Converts some Specialists into Elites on successful land attacks
 +
* Spreads and is Immune to The Plague
 +
* No Food Required
 +
| 8c =
 +
* - 15% Science Effectiveness
 +
* Basic Thievery Operations Only
 +
| 8d = War Spoils, Nightmares, Chastity
 +
| 8e = 9/3 Elite - cannot be trained
 +
}}
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 +
 
 +
=Personalities=
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
 +
The ptt (Personality-table template) number must be equivalent to the total number of personalities.
 +
For example: if there are 8 personalities, use ptt 8
 +
Using the wrong template number will result in either extra or absent cells.
 +
The Personality-table templates can be used to display up to 12 personalities only.
 +
Template Parameters:
 +
in the format #-,
 +
where # is a whole number from 1 to 12,
 +
and - is a letter from a to b.
 +
 
 +
Each number corresponds to a major cell position reading left-right, top-bottom
 +
Each letter corresponds to segments within each cell, which should be organised as follows:
 +
  #a = Personality's name
 +
  #b = Personality's attributes
 +
 
 +
When listing attributes, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 +
-->
 +
 
 +
{{ptt 8
 +
| 1a = Merchant
 +
| 1b = 
 +
* + 30% Income
 +
* - 25% Money Losses from Plunders
 +
* Immunity to Income Penalties
 +
* Each Bank functions as Two
 +
 
 +
| 2a = Shepherd
 +
| 2b =
 +
* - 30% Explore Time and Costs
 +
* - 30% Building Construction Time and Costs
 +
* Immunity to Droughts, Storms, the Plague and Dragon effects
 +
* Each Acre generates 4 Bushels / Tick
 +
 
 +
| 3a = Sage
 +
| 3b =
 +
* + 30% Science Effectiveness
 +
* - 30% Book Costs
 +
* - 30% Research Time
 +
* - 50% Losses on Learn Attacks
 +
* Every 4 Acres produces 1 Book / Tick
 +
 
 +
| 4a = Rogue
 +
| 4b =
 +
* + 1 Stealth Recovery / Tick
 +
* Access to all Thievery Operations
 +
* Each Thieves' Den functions as Two
  
* Other Information:
+
| 5a = Mystic
*** Soldiers: 2/2
+
| 5b =
*** Offensive Specialist: Strongarms (5/0)
+
* Access to Meteor Showers spell
*** Defensive Specialist: Slingers (0/5)
+
* All Guilds and Towers are twice as effective
*** Elite Unit: Brutes (5/6, $500, 5.0 nw)
+
* + 30% Spell Duration
*** Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
+
 
 +
| 6a = Warrior
 +
| 6b =
 +
* - 50% Land Losses when Ambushed
 +
* + 15% Enemy Casualties
 +
* - 15% Own Casualties
 +
* + 10% Offensive Military Efficiency in war
 +
 
 +
| 7a = Tactician
 +
| 7b =
 +
* + 30% Specialist and Building Credits
 +
* - 15% Attack Time
 +
* - 30% Military Training Time
 +
* Access to Enhanced Conquest at all times
 +
 
 +
| 8a = Cleric
 +
| 8b =
 +
* - 50% Own Casualties
 +
* Troop Losses converted to Soldiers
 +
* + 1 General
 +
}}
  
**Humans
+
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
** Bonuses:
 
*** + 30% income
 
*** + 40% Damage on Sabotage Operations
 
  
**Penalty:
+
=Stances=
*** - 20% magic effectiveness
 
*** Offensive Specialist Strength -1
 
  
** Other Information:
 
*** Offensive Specialist: Swordsmen (4/0)
 
*** Defensive Specialist: Archers (0/5)
 
*** Elite Unit: Knight (8/3, $800, 6.5 nw)
 
*** Spell Book: Greater Protection, Fountain of Knowledge
 
  
**Orcs
+
{| {{GreenTable}}
** Bonuses:
+
|- {{DarkGreenRow}}
*** + 25% gains
+
! width="100%" colspan="3" | Stances
*** Trains elites with credits
 
  
**Penalty:
+
|- {{LightGreenCell}}
*** - 10% building efficiency
+
! width="25%" | Normal
*** - 50% thievery and magic damage (on offensive operations)
+
! width="25%" | Aggressive
 +
! width="25%" | Fortified
  
** Other Information:
+
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
*** Offensive Specialist: Goblins (5/0)
+
|
*** Defensive Specialist: Trolls (0/5)
+
* No Effects
*** Elite Unit: Ogre (9/2, $800, 6.75 nw)
+
|
*** Spellbook: Fanaticism, Aggression, Bloodlust
+
* +10% Combat Gains
 +
* 10% Lower Attack Time
 +
<br>
 +
* +30% Military Wages
 +
* +10% Military losses
 +
|
 +
* -50% gains hitting in (slides in over a period of 24 hours)
 +
* -25% Training time and cost
 +
* +25% draft speed
 +
* -25% Construction time and cost
 +
<br>
 +
* -50% gains hitting out
 +
* +100% Explore costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
  
**The Undead
+
|}
** Bonuses:
 
*** Offense doesn't die on attacks you make
 
*** Successful land attacks convert specialists to elites
 
*** Spreads and is immune to The Plague
 
*** No Food required
 
  
** Penalty:
+
=Relations=
*** - 20% science effectiveness
 
*** Access to basic thievery operations only (neutral relations ops)
 
  
** Other Information:
 
*** Offensive Specialist: Skeletons (5/0)
 
*** Defensive Specialist: Zombies (0/5)
 
*** Elite Unit: Ghoul (9/3, $1200, 7.0 nw)
 
*** Spellbook: War Spoils, Nightmares, Chastity
 
  
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="5" | Inter-Kingdoms' Relations
  
*Personalities
+
|- {{LightGreenCell}}
 +
! width="15%" | Ceasefire
 +
! width="10%" | Normal
 +
! width="20%" | Unfriendly
 +
! width="25%" | Hostile
 +
! width="30%" | War
  
**The Merchant
+
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
*** +40% Income
+
|
*** -50% Money Losses on Plunder Attacks
+
* Prohibits any Attacks
*** Immunity to all Income Penalties (Riots, Plagues, etc.)
+
* Prohibits any Spells
 +
* Prohibits any Thievery Operations
 +
* Annul Hostile Meter
 +
<br /><br />
 +
'''End Of War Ceasefire'''
  
**The Shepherd
+
+
*** Land generates 4 bushels of food per acre daily
+
* Min 12 U-Days
*** Immune to Droughts, Storms, the Plague and Dragons.
+
* Max 96 U-Days
*** -30% Building Construction Time and costs
+
* +300% birth rate
*** -30% Explore time and costs
+
* Combined with War Relatins
 +
* Separate annul the Relations (War and CF)
 +
|
 +
* No Effects
 +
|
 +
To opposite Kingdom :
 +
* Unlocks (Unfriendly/Hostile/War) spells
 +
* Unlocks (Unfriendly/Hostile/War) thievery operations
 +
|
 +
* +10% Combat Gains
 +
* Increases the Networth Range of the Conquest Attack
 +
* Mana costs for offensive spells reduced to 2%
 +
* Stealth costs for offensive ops reduced to 2%
 +
* Enables Monarch bonuses:
 +
** +10% defensive military strength
 +
** +10% defense magic 
 +
** +10% defense thievery
 +
|
 +
<p style="text-align:center;">'''Immediate Effects'''</p>
 +
* Annul Hostile Meter with everyone
 +
----
 +
''Benefits''
 +
* -10% Attack Time
 +
* Enhanced Massacre Destroys Buildings
 +
* +10% Combat Gains
 +
* Mana costs for offensive spells reduced to 2%
 +
* Stealth costs for offensive ops reduced to 2%
 +
* Enables Monarch bonuses:
 +
** +10% defensive military strength
 +
** +10% defense magic 
 +
** +10% defense thievery
 +
----
 +
''Penalties''
 +
* +100% Exploration Costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
 +
<br />
 +
<p style="text-align:center;">'''After 12 Hours (12 Utopian Days)'''</p>
 +
''Benefits''
 +
*-20% Attack Time
 +
<br />
 +
<p style="text-align:center;">'''After 24 Hours (1 [[Utopia_Time|Utopian Month]])'''</p>
 +
''Benefits''
 +
* -25% Military Losses
 +
* -25% Military Training Time
 +
* No Distance Penalties for Attacks
 +
* -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)
 +
|}
  
**he Sage
 
*** + 20% Science effectiveness
 
*** - 20% Book Costs
 
*** -20% Research Time
 
*** -75% Losses on Learn Attacks
 
*** Every 4 Acres of land produces 1 Science Book per Hour
 
  
**The Rogue
+
=Dragon's Table=
*** +1 Stealth recovery per tick
 
*** Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
 
*** Thieves Dens are twice as effective (subject to DBE)
 
  
**The Mystic
+
{| {{GreenTable}}
*** Meteor Showers spell
+
|-
*** All Guilds and Towers are twice as effective
+
! {{DarkGreenRow}} colspan="4" | Dragon Type
*** +30% Spell Duration (For Duration Spells Only)
 
  
**The Warrior
+
|- {{LightGreenCell}}
*** +15% Enemy Casualties (on attack or defense)
+
! width="25%" | Emerald
*** -15% Your Military Casualties (on attack or defense)
+
! width="25%" | Sapphire
*** 10% more OME in war
+
! width="25%" | Gold
*** + 50% bonuses from honor
+
! width="25%" | Ruby
  
**The Tactician
+
|- bgcolor="#f9fafb" style="vertical-align:top"
*** Gain 30% more Specialist and Building Credits
+
|
*** -15% Attack Time
+
+15% Combat Losses
*** -30% Military Training Time
+
-15% Gains
*** -50% Land Losses when Ambushed
+
|
 +
-30% Thievery & Magic Effectiveness
 +
|
 +
-25% from Building Efficiency
 +
|
 +
-8% from Military Efficiency
  
**The Cleric
+
|-
*** - 50% Your Military Casualties (on attack or defense)
+
| bgcolor="#f9fafb" colspan="4" | All dragons result in 10% lower income and the loss of 20% of new draftees.
*** 1 extra General
+
|}
  
  
 
{{Ages}}
 
{{Ages}}

Revision as of 21:27, 8 February 2012

Age 53
Name:

An Era of Supremacy

Number:

52

Official Information
Server:

World of Legends

Status:

offline

Owner:

Arcadia Games

Dates
Start:

31 October 2011

End:

not yet; 8 February 2012

Duration (in days):

?101


An Era of Supremacy (Age 52) - current Age on World of Legends server.


Changes in brief

Race's Changes

  • Avian
    • lost fog immunity
    • - 25% birthrate (from -20%)
  • Dwarf
    • + 20% BE (down from 25%)
    • Can use credits to raze buildings (new, clarification: credits not consumed when building acres)
    • Spell book: add Quickfeet, loses Fog
  • Elf
    • +30% damage on instant offensive spells.
    • Elite Unit: Elf Lord $600
    • Spellbook: lost Quickfeet
  • Faery
    • Spellbook: lost Fog
  • Humans
    • + 40% Damage on sabotage ops
  • Orcs
    • - 40% thievery and magic damage (on offensive operations)

Personalitie's Changes

  • The Shepherd
    • Immune to Dragons

Game mechanic changes

  • Undeads will not convert any troops if they hit out of the end of war ceasefire period.
  • Fog is removed from the game.
  • Honor generation will be reduced - we feel it is currently too high, but it will still be higher than you would have seen in age 50, for example.
  • Casting Storms or Drought on a Shepherd will not be blocked but you will get a message that they are immune on a successful cast.
  • End of War Ceasefire period can be extended up to 4 days
  • As you can see below we heavily modified the meter and the stances, because of this we feel that we have gone a long way to addressing the need for fake wars. In light of these changes we will now be taking punitive action on Fake Wars.
  • Meter changes
    • Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.
    • Meter Cap 200 points:
    • Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.
  • Stances
    • Aggressive: removed the double points to meter penalty
      • +30% Military Wages (increased from 15%)
      • +10% Military losses (new: affects hits in and out)
    • Fortified: - extensively changed
      • -50% gains hitting in (slides in over a period of 24 hours)


Races

 Avians  Dwarves  Elves  Faeries
  • - 25% attack time
  • + 20% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 2 Mana Recovery / Tick in war
  • + 1 Defensive Specialist Strength
  • + 30% Spell Damage (Instant Spells)
  • + 50% Magic Effectiveness
  • + 1 Stealth Recovery / Tick

Clear Sight, Town Watch

Animate Dead, Quick feet

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

Access to All Spells

  • - 25% Birthrate
  • No Access to Stables
  • - 20% Thievery Effectiveness
  • Double Food Consumption
  • Can't use Accelerated Construction
  • No Access to Dungeons
  • - 10% Population

8/3 Elite - $650

7/4 Elite - $800

7/3 Elite - $600

4/7 Elite - $900

 
 Halflings  Humans  Orcs  Undead
  • + 40% Thievery Effectiveness
  • - 50% Thief Cost
  • + 5% Population
  • 100% Accurate Espionage in war
  • + 30% Income
  • + 40% Thievery Damage (Sabotage Ops)
  • + 30% Gains
  • - 30% Draft Cost
  • Earns Elite Credits
  • No Troops Lost on offense
  • Converts some Specialists into Elites on successful land attacks
  • Spreads and is Immune to The Plague
  • No Food Required

Vermin, Town Watch, Quick Feet, War Spoils

Greater Protection, Aggression

Fanaticism, Aggression, Bloodlust

War Spoils, Nightmares, Chastity

  • No Access to Hospitals
  • - 20% Magic Effectiveness
  • - 1 Offensive Specialist Strength
  • - 50% Bonuses from Honor
  • - 40% Thievery and Magic Damage and Duration
  • - 15% Science Effectiveness
  • Basic Thievery Operations Only

6/5 Elite - $500

8/3 Elite - $800

9/2 Elite - $800

9/3 Elite - cannot be trained


Personalities

 Merchant  Shepherd  Sage  Rogue
  • + 30% Income
  • - 25% Money Losses from Plunders
  • Immunity to Income Penalties
  • Each Bank functions as Two
  • - 30% Explore Time and Costs
  • - 30% Building Construction Time and Costs
  • Immunity to Droughts, Storms, the Plague and Dragon effects
  • Each Acre generates 4 Bushels / Tick
  • + 30% Science Effectiveness
  • - 30% Book Costs
  • - 30% Research Time
  • - 50% Losses on Learn Attacks
  • Every 4 Acres produces 1 Book / Tick
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • Each Thieves' Den functions as Two
 
 Mystic  Warrior  Tactician  Cleric
  • Access to Meteor Showers spell
  • All Guilds and Towers are twice as effective
  • + 30% Spell Duration
  • - 50% Land Losses when Ambushed
  • + 15% Enemy Casualties
  • - 15% Own Casualties
  • + 10% Offensive Military Efficiency in war
  • + 30% Specialist and Building Credits
  • - 15% Attack Time
  • - 30% Military Training Time
  • Access to Enhanced Conquest at all times
  • - 50% Own Casualties
  • Troop Losses converted to Soldiers
  • + 1 General


Stances

Stances
Normal Aggressive Fortified
  • No Effects
  • +10% Combat Gains
  • 10% Lower Attack Time


  • +30% Military Wages
  • +10% Military losses
  • -50% gains hitting in (slides in over a period of 24 hours)
  • -25% Training time and cost
  • +25% draft speed
  • -25% Construction time and cost


  • -50% gains hitting out
  • +100% Explore costs
  • No Paradise spell available
  • Science limited to "Active"

Relations

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



End Of War Ceasefire

+

  • Min 12 U-Days
  • Max 96 U-Days
  • +300% birth rate
  • Combined with War Relatins
  • Separate annul the Relations (War and CF)
  • No Effects

To opposite Kingdom :

  • Unlocks (Unfriendly/Hostile/War) spells
  • Unlocks (Unfriendly/Hostile/War) thievery operations
  • +10% Combat Gains
  • Increases the Networth Range of the Conquest Attack
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%
  • Enables Monarch bonuses:
    • +10% defensive military strength
    • +10% defense magic
    • +10% defense thievery

Immediate Effects

  • Annul Hostile Meter with everyone

Benefits

  • -10% Attack Time
  • Enhanced Massacre Destroys Buildings
  • +10% Combat Gains
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%
  • Enables Monarch bonuses:
    • +10% defensive military strength
    • +10% defense magic
    • +10% defense thievery

Penalties

  • +100% Exploration Costs
  • No Paradise spell available
  • Science limited to "Active"


After 12 Hours (12 Utopian Days)

Benefits

  • -20% Attack Time


After 24 Hours (1 Utopian Month)

Benefits

  • -25% Military Losses
  • -25% Military Training Time
  • No Distance Penalties for Attacks
  • -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)


Dragon's Table

Dragon Type
Emerald Sapphire Gold Ruby

+15% Combat Losses -15% Gains

-30% Thievery & Magic Effectiveness

-25% from Building Efficiency

-8% from Military Efficiency

All dragons result in 10% lower income and the loss of 20% of new draftees.


Ages
Ages 1998 - 1999 : The first generation of Utopia (1)  • The Second Age of Utopia (2)  • The Third Age of Utopia (3)  • The Fourth Age of Utopia (4)  • The Fifth Age of Utopia (5)  • The Sixth Age of Utopia (6)  •

2000 - 2001 : The Seventh Age of Utopia (7)  • The Age of Chaos (8)  • The Renaissance Age (9)  • The Age of Conflict (10)  • The Age of Nobility (11)  • The Era of Magic (12)  • The Era of Mystery (13)  • The Era of Strife (14)  •

2002 - 2003 : The Age of Valour (15)  • The Age of Discovery (16)  • The Age of the People (17)  • The Age of Heroes (18)  • An Era of Hope (19)  • An Age of Dreams (20)  • An Age of Wonders (21)  • An Age of Conquerors (22)  • The Revolution (23)  •

2004 - 2005 : An Age of Glory (24)  • An Age of Tranquility (25)  • An Age of Turmoil (26)  • An Age of Courage (27)  • An Age of Intrigue (28)  • An Age of War (29)  • An Age of Unity (30)  •

2006 - 2007 : An Age of Reason (31)  • An Age of Kings (32)  • An Age of Prosperity (33)  • The Age of the Dragon (34)  • An Age of Triumph (35)  • An Age of Bravery (36)  • The Age of Darkness (37)  •

2008 - 2009 : The Age of Angels (38)  • The Age of the Scholar (39)  • The Awakening (40)  • The Age of Renewal (41)  • The Age of Hope (42)  • The Age of Rebirth (43)  • The Age of Change (44)  • The Age of Light (45)  •

2010 - 2011 : The Age of Distinction (46)  • The Age of Justice (47)  • The Age of Peril (48)  • The Age of Conspiracy (49)  • The Age of Resurrection (50)  • The Age of Domination (51)  • An Era of Supremacy (52)  •

2012 - 2013 : The Age of Havoc (53)  • A Call to Arms (54)  • Veil of Shadows (55)  • Strength in Union (56)  • Relentless Onslaught (57)  • Art of War (58)  • An Honorable Proposition (59)  • A Battle Joined (60)  •

2014 - 2015 : Age of Destruction (61)  • Books of War (62)  • Iron Walls, Iron Heart (63)  • The Spoils of War (64)  • The Isles of Legion (65)  • Thunder and Bedlam (66)  •

2016 - 2017 : The Age of Perception (67)  • The Age of Heresy (68)  • The Age of Scholars and Scoundrels (69)  • The Age of Daunting Judgement (70)  • The Metamorphosis (71)  • The Era of Venerated Bastions (72)  • The Age of Tricksters and Mischief (73)  • The Age of Affinity (74)  •

2017 - 2018 : The Age of Empowering Enchantments (75)  • The Age of the Empyrean Advent (76)  • The Age of Accession and Abrogation (77)  • The Age of Insight (78)  • The Age of Vanguards Acquiescence (79)  •

2019 - 2020 : The Age of Reconnaissance (80)  • The Emergence (81)  • The Grimoires of Glory (82)  • Age of Adjudication (83)  • Bethink the Fray (84)  • Intuition (85)  • Global Viction (86)  • Age of the Sword (87)  • Swift Strife (88)  • Reformation (89)

2021 - 2022 : Age of Exile 90  • Age of Remembrance 91  • Age of Ancestry 92  • Occult Ordination 93  • Ascent 94  • Age of the Omen 95  • The Eternal Rift 96  • Dominance 97  • Keen Transformation 98  •

2023 - 2024 : Crossing Boundaries 99  • Equilibrium 100  • Crusades 101  • Godsend 102  • Unbound Dominion 103  • Renascence 104  • Devout Fervor 105