Difference between revisions of "Age 53"

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{{Infobox_Age
 
{{Infobox_Age
|name= not named yet
+
|name= The Age of Havoc
 
|number= 53
 
|number= 53
|status= conceivable
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
 
|start= 8 February 2012
 
|start= 8 February 2012
|end= not yet
+
|end= 8 May 2012
|duration=  
+
|duration= 90
 
}}
 
}}
  
  
(Age 53) - next [[Age]] on [[World of Legends]] server.
+
'''The Age of Havoc''' (Age 53) - finished [[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 so far. 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].
 
We may post some mechanic changes at a later date.
 
  
*Race
+
*Avians
 +
** - 30% attack times
 +
** Defensive Specialist Strength +1
 +
** - 10% attack gains
 +
** Elite Unit: Drake (7/4, $650, 6.5 nw)
 +
** Spell book: Clear Sight, Town Watch, Fanaticism
  
**Avians
+
*Dwarves
**Bonuses:
+
** - 25% thievery effectiveness
*** - 20% attack times
+
** + 50% food consumption
*** Defensive Specialist Strength +1
+
** Elite Unit: Berserker (6/5, $700, 6 nw)
 +
** Spell book: Vermin, Quick feet
  
**Penalty:
+
*Elves
*** - 10% building efficiency
+
** Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
*** No access to stables
 
  
**Other Information:
+
*Faery
*** Offensive Specialist: Griffins (5/0)
+
** + 50% thievery effectiveness
*** Defensive Specialist: Harpies (0/6)
+
** Offensive Specialist Strength -1
*** Elite Unit: Drake (6/4, $600, 6.25 nw)
+
** Elite Unit: Beastmasters (3/8, $1000, 8.0 nw)
*** Spell book: Clear Sight, Town Watch, Fanaticism
 
  
**Dwarves
+
*Halflings
**Bonuses:
+
** + 1 extra stealth per tick
*** + 20% BE
+
** + 10% Population
*** Free Building Construction
+
** -20% birthrate
*** Can use credits to raze buildings
+
** Soldiers: 2/2
 +
** Elite Unit: Brutes (5/6, $500, 6.25 nw)
 +
** Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
  
**Penalty:
+
*Humans
*** Accelerated Construction not available
+
** - 20% magic effectiveness
*** - 15% thievery effectiveness
+
** Spell Book: Greater Protection, Fountain of Knowledge
*** + 50% food consumption
 
  
**Other Information:
+
*Orcs
*** Offensive Specialist: Warriors (5/0)
+
** + 25% gains
*** Defensive Specialist: Axemen (0/5)
+
** - 10% building efficiency
*** Elite Unit: Berserker (6/6, $750, 7.0 nw)
+
** - 50% thievery and magic damage (on offensive operations)
*** Spell book: Vermin, Quick feet
 
  
**Elves
+
*The Undead
**Bonuses:
+
** -50% Offensive losses on attacks you make
*** + 2 mana per tick in war
+
** - 20% science effectiveness
*** Defensive Specialist Strength +1
+
** Elite Unit: Ghoul (9/3, $1000, 7.0 nw)
*** +30% damage on instant offensive spells.
 
  
**Penalty:
+
==Personalitie's Changes==
*** No access to Hospitals
 
  
**Other Information:
+
*The Merchant
*** Offensive Specialist: Rangers (5/0)
+
** +40% Income
*** Defensive Specialist: Archers (0/6)
+
** -50% Money Losses on Plunder Attacks
*** Elite Unit: Elf Lord (7/3, $600, 6 nw)
+
*The Sage
*** Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
+
** + 20% Science effectiveness
 +
** - 20% Book Costs
 +
** -20% Research Time
 +
** -75% Losses on Learn Attacks
 +
*The Warrior
 +
** + 50% bonuses from honor
 +
*The Tactician
 +
** -50% Land Losses when Ambushed
 +
*The Cleric
 +
** Lost "Troops losses on attacks or defense converted to soldiers"
  
**Faery
+
==Game mechanic changes==
**Bonuses:
 
*** + 50% magic effectivness
 
*** + 50% thievery effectiveness
 
  
*Penalty:
+
*A new theme and front page update will be applied. This new theme will be set as default but players can revert to a more classically styled theme via the account settings option.
*** - 10% population
 
*** Offensive Specialist Strength -1
 
  
**Other Information:
+
* Purchasable game items, such as invites and taunts, have been moved to their own area within the game.
*** Offensive Specialist: Magicians (4/0)
 
*** Defensive Specialist: Druids (0/5)
 
*** Elite Unit: Beastmasters (3/8, $900, 7.0 nw)
 
*** Spellbook: All spells
 
  
**Halflings
+
* Fortified stance will be limited in duration. After 4 days you will be moved into Normal stance with the normal restrictions of any stance change.
** Bonuses:
 
*** + 1 extra stealth per tick
 
*** - 50% thief cost
 
*** + 10% population
 
*** Espionage operations are 100% accurate in war
 
  
** Penalty:
+
* Explore costs will increase more drastically the more you explore.
*** -10% gains on attacks
 
  
* Other Information:
+
* Construction and raze costs will be reduced significantly at larger acres.
*** Soldiers: 2/2
 
*** Offensive Specialist: Strongarms (5/0)
 
*** Defensive Specialist: Slingers (0/5)
 
*** Elite Unit: Brutes (4/6, $500, 5.0 nw)
 
*** Spellbook: Town Watch, Quick Feet, War Spoils, Aggression
 
  
**Humans
+
* A war win chart has been introduced.
** Bonuses:
 
*** + 30% income
 
*** + 40% Damage on Sabotage Operations
 
  
**Penalty:
+
* Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.
*** - 20% magic effectiveness
 
*** Offensive Specialist Strength -1
 
  
** Other Information:
+
=Races=
*** 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
+
<!-- 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% gains
+
For example: if there are 8 races, use rtt 8
*** Trains elites with credits
+
Using the wrong template number will result in either extra or absent cells.
 +
The Race-table templates can be used to display up to 12 races only.
 +
Template Parameters:
 +
in the format #-,
 +
where # is a whole number from 1 to 12,
 +
and - is a letter from a to e.
  
**Penalty:
+
Each number corresponds to a major cell position reading left-right, top-bottom
*** - 50% thievery and magic damage (on offensive operations)
+
Each letter corresponds to segments within each cell, which should be organised as follows:
 +
  #a = Race's name
 +
  #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: Goblins (5/0)
+
-->
*** Defensive Specialist: Trolls (0/5)
 
*** Elite Unit: Ogre (9/2, $800, 6.75 nw)
 
*** Spellbook: Fanaticism, Aggression, Bloodlust
 
  
**The Undead
+
{{rtt 8
** Bonuses:
+
| 1a = Avians
*** Successful land attacks convert specialists to elites
+
| 1b =
*** Spreads and is immune to The Plague
+
* - 30% attack time
*** No Food required
+
* Defensive Specialist Strength +1
 +
| 1c =
 +
* - 10% attack gains
 +
* No Access to Stables
 +
| 1d = Clear Sight, Town Watch, Fanaticism
 +
| 1e = 7/4 Elite - $650
  
** Penalty:
+
| 2a = Dwarves
*** - 20% science effectiveness
+
| 2b =
*** Access to basic thievery operations only (neutral relations ops)
+
* + 20% Building Efficiency
 +
* Free Building Construction
 +
* Can use credits to raze buildings
 +
| 2c =
 +
* - 25% Thievery Effectiveness
 +
* +50% Food Consumption
 +
* Can't use Accelerated Construction
 +
| 2d = Vermin, Quick feet
 +
| 2e = 6/5 Elite - $700
  
** Other Information:
+
| 3a = Elves
*** Offensive Specialist: Skeletons (5/0)
+
| 3b =
*** Defensive Specialist: Zombies (0/5)
+
* + 2 Mana Recovery / Tick in war
*** Elite Unit: Ghoul (9/3, $1200, 7.0 nw)
+
* + 1 Defensive Specialist Strength
*** Spellbook: War Spoils, Nightmares, Chastity
+
* + 30% Spell Damage (Instant Spells)
 +
| 3c =
  
 +
| 3d = Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
 +
| 3e = 7/3 Elite - $600
  
*Personalities
+
| 4a = Faeries
 +
| 4b =
 +
* + 50% Magic Effectiveness
 +
* + 50% thievery effectiveness
 +
| 4c =
 +
* - 10% Population
 +
* - 1 Offensive Specialist Strength
 +
| 4d = Access to All Spells
 +
| 4e = 3/8 Elite - $1000
  
**The Merchant
+
| 5a = Halflings
*** +40% Income
+
| 5b =
*** -50% Money Losses on Plunder Attacks
+
* + 1 extra stealth per tick
*** Immunity to all Income Penalties (Riots, Plagues, etc.)
+
* - 50% thief cost
 +
* + 10% Population
 +
* Espionage operations are 100% accurate in war
 +
| 5c =
 +
* -20% birthrate
 +
| 5d = Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
 +
| 5e = Soldiers 2/2, 5/6 Elite - $500
  
**The Shepherd
+
| 6a = Humans
*** Land generates 4 bushels of food per acre daily
+
| 6b =
*** Immune to Droughts, Storms, the Plague and Dragons.
+
* + 30% Income
*** -30% Building Construction Time and costs
+
* + 40% Thievery Damage (Sabotage Ops)
 +
| 6c =
 +
* - 20% Magic Effectiveness
 +
* - 1 Offensive Specialist Strength
 +
| 6d = Greater Protection, Fountain of Knowledge
 +
| 6e = 8/3 Elite - $800
  
**he Sage
+
| 7a = Orcs
*** + 20% Science effectiveness
+
| 7b =
*** - 20% Book Costs
+
* + 25% Gains
*** -20% Research Time
+
* Earns Elite Credits
*** -75% Losses on Learn Attacks
+
| 7c =
*** Every 4 Acres of land produces 1 Science Book per Hour
+
* - 10% building efficiency
 +
* - 50% thievery and magic damage (on offensive operations)
 +
| 7d = Fanaticism, Aggression, Bloodlust
 +
| 7e = 9/2 Elite - $800
  
**The Rogue
+
| 8a = Undead
*** +1 Stealth recovery per tick
+
| 8b =
*** Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+
* -50% Offensive losses on attacks you make
*** Thieves Dens are twice as effective (subject to DBE)
+
* Converts some Specialists into Elites on successful land attacks
 +
* Spreads and is Immune to The Plague
 +
* No Food Required
 +
| 8c =
 +
* - 20% science effectiveness
 +
* Basic Thievery Operations Only
 +
| 8d = War Spoils, Nightmares, Chastity
 +
| 8e = 9/3 Elite - $1000
 +
}}
 +
 
 +
<!-- 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 = 
 +
* + 40% Income
 +
* - 50% Money Losses from Plunders
 +
* Immunity to Income Penalties
 +
 
 +
| 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 =
 +
* + 20% Science Effectiveness
 +
* - 20% Book Costs
 +
* - 20% Research Time
 +
* - 75% 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
 +
 
 +
| 5a = Mystic
 +
| 5b =
 +
* Access to Meteor Showers spell
 +
* All Guilds and Towers are twice as effective
 +
* + 30% Spell Duration
 +
 
 +
| 6a = Warrior
 +
| 6b =
 +
* +15% Enemy Casualties (on attack or defense)
 +
* -15% Your Military Casualties (on attack or defense)
 +
* 10% more OME in war
 +
* + 50% bonuses from honor
 +
 
 +
| 7a = Tactician
 +
| 7b =
 +
* Gain 30% more Specialist and Building Credits
 +
* -15% Attack Time
 +
* -30% Military Training Time
 +
* -50% Land Losses when Ambushed
 +
 
 +
| 8a = Cleric
 +
| 8b =
 +
* - 50% Own Casualties
 +
* + 1 General
 +
}}
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 +
 
 +
=Stances=
 +
 
 +
 
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="3" | Stances
 +
 
 +
|- {{LightGreenCell}}
 +
! width="25%" | Normal
 +
! width="25%" | Aggressive
 +
! width="25%" | Fortified
 +
 
 +
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
 +
|
 +
* No Effects
 +
|
 +
* +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% Military training time and cost
 +
* +25% draft speed
 +
* -25% Construction time and cost
 +
<br>
 +
* 4 days maximum duration
 +
* -50% gains hitting out
 +
* +100% Explore costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
 +
 
 +
|}
 +
 
 +
=Relations=
 +
 
 +
 
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="5" | Inter-Kingdoms' Relations
 +
 
 +
|- {{LightGreenCell}}
 +
! width="15%" | Ceasefire
 +
! width="10%" | Normal
 +
! width="20%" | Unfriendly
 +
! width="25%" | Hostile
 +
! width="30%" | War
 +
 
 +
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
 +
|
 +
* Prohibits any Attacks
 +
* Prohibits any Spells
 +
* Prohibits any Thievery Operations
 +
* Annul Hostile Meter
 +
<br /><br />
 +
'''End Of War Ceasefire'''
 +
 
 +
+
 +
* 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
 +
|
 +
<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)
 +
|}
 +
 
 +
 
 +
=Dragon's Table=
  
**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
*** Double 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
+
|-
*** Offense doesn't die on attacks you make
+
| bgcolor="#f9fafb" colspan="4" | All dragons result in 10% lower income and the loss of 20% of new draftees.
*** 1 extra General
+
|}
  
  
 
{{Ages}}
 
{{Ages}}

Latest revision as of 08:43, 9 May 2012

Age 53
Name:

The Age of Havoc

Number:

53

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

8 February 2012

End:

8 May 2012

Duration (in days):

90


The Age of Havoc (Age 53) - finished Age on World of Legends server.


Changes in brief

Race's Changes

  • Avians
    • - 30% attack times
    • Defensive Specialist Strength +1
    • - 10% attack gains
    • Elite Unit: Drake (7/4, $650, 6.5 nw)
    • Spell book: Clear Sight, Town Watch, Fanaticism
  • Dwarves
    • - 25% thievery effectiveness
    • + 50% food consumption
    • Elite Unit: Berserker (6/5, $700, 6 nw)
    • Spell book: Vermin, Quick feet
  • Elves
    • Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
  • Faery
    • + 50% thievery effectiveness
    • Offensive Specialist Strength -1
    • Elite Unit: Beastmasters (3/8, $1000, 8.0 nw)
  • Halflings
    • + 1 extra stealth per tick
    • + 10% Population
    • -20% birthrate
    • Soldiers: 2/2
    • Elite Unit: Brutes (5/6, $500, 6.25 nw)
    • Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
  • Humans
    • - 20% magic effectiveness
    • Spell Book: Greater Protection, Fountain of Knowledge
  • Orcs
    • + 25% gains
    • - 10% building efficiency
    • - 50% thievery and magic damage (on offensive operations)
  • The Undead
    • -50% Offensive losses on attacks you make
    • - 20% science effectiveness
    • Elite Unit: Ghoul (9/3, $1000, 7.0 nw)

Personalitie's Changes

  • The Merchant
    • +40% Income
    • -50% Money Losses on Plunder Attacks
  • The Sage
    • + 20% Science effectiveness
    • - 20% Book Costs
    • -20% Research Time
    • -75% Losses on Learn Attacks
  • The Warrior
    • + 50% bonuses from honor
  • The Tactician
    • -50% Land Losses when Ambushed
  • The Cleric
    • Lost "Troops losses on attacks or defense converted to soldiers"

Game mechanic changes

  • A new theme and front page update will be applied. This new theme will be set as default but players can revert to a more classically styled theme via the account settings option.
  • Purchasable game items, such as invites and taunts, have been moved to their own area within the game.
  • Fortified stance will be limited in duration. After 4 days you will be moved into Normal stance with the normal restrictions of any stance change.
  • Explore costs will increase more drastically the more you explore.
  • Construction and raze costs will be reduced significantly at larger acres.
  • A war win chart has been introduced.
  • Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.

Races

 Avians  Dwarves  Elves  Faeries
  • - 30% attack time
  • Defensive Specialist Strength +1
  • + 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
  • + 50% thievery effectiveness

Clear Sight, Town Watch, Fanaticism

Vermin, Quick feet

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

Access to All Spells

  • - 10% attack gains
  • No Access to Stables
  • - 25% Thievery Effectiveness
  • +50% Food Consumption
  • Can't use Accelerated Construction
  • - 10% Population
  • - 1 Offensive Specialist Strength

7/4 Elite - $650

6/5 Elite - $700

7/3 Elite - $600

3/8 Elite - $1000

 
 Halflings  Humans  Orcs  Undead
  • + 1 extra stealth per tick
  • - 50% thief cost
  • + 10% Population
  • Espionage operations are 100% accurate in war
  • + 30% Income
  • + 40% Thievery Damage (Sabotage Ops)
  • + 25% Gains
  • Earns Elite Credits
  • -50% Offensive losses on attacks you make
  • Converts some Specialists into Elites on successful land attacks
  • Spreads and is Immune to The Plague
  • No Food Required

Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression

Greater Protection, Fountain of Knowledge

Fanaticism, Aggression, Bloodlust

War Spoils, Nightmares, Chastity

  • -20% birthrate
  • - 20% Magic Effectiveness
  • - 1 Offensive Specialist Strength
  • - 10% building efficiency
  • - 50% thievery and magic damage (on offensive operations)
  • - 20% science effectiveness
  • Basic Thievery Operations Only

Soldiers 2/2, 5/6 Elite - $500

8/3 Elite - $800

9/2 Elite - $800

9/3 Elite - $1000


Personalities

 Merchant  Shepherd  Sage  Rogue
  • + 40% Income
  • - 50% Money Losses from Plunders
  • Immunity to Income Penalties
  • - 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
  • + 20% Science Effectiveness
  • - 20% Book Costs
  • - 20% Research Time
  • - 75% 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
  • +15% Enemy Casualties (on attack or defense)
  • -15% Your Military Casualties (on attack or defense)
  • 10% more OME in war
  • + 50% bonuses from honor
  • Gain 30% more Specialist and Building Credits
  • -15% Attack Time
  • -30% Military Training Time
  • -50% Land Losses when Ambushed
  • - 50% Own Casualties
  • + 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% Military training time and cost
  • +25% draft speed
  • -25% Construction time and cost


  • 4 days maximum duration
  • -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