Difference between revisions of "Age 54"

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|name= A Call to Arms
 
|name= A Call to Arms
 
|number= 54
 
|number= 54
|status= online
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
 
|start= 11 May 2012
 
|start= 11 May 2012
|end=
+
|end= 7 August 2012
|duration=  
+
|duration= 88
 
}}
 
}}
  
  
'''A Call to Arms''' (Age 54) - current [[Age]] on [[World of Legends]] server.
+
'''A Call to Arms''' (Age 54) - finished [[Age]] on [[World of Legends]] server.
  
  
 
=Changes in brief=
 
=Changes in brief=
 
==Race's Changes==
 
==Race's Changes==
 +
*Avian
 +
** -25% Attack Time (was 30%)
 +
** +40% Sabotage damage
 +
** Lost Defensive Specialist Strength +1
 +
** Spell book: Town Watch, Vermin, Mystic Aura
 +
** Elite: 7/2, 600gc, 6.25NW
  
 +
*Dwarf
 +
** + 15% BE (was 20%)
 +
** + 30% Spell Damage (Instant Spells)
 +
** Lost - 25% Thievery Effectiveness
 +
** Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
 +
** Elite: 7/3, 750gc, 6.5NW
  
Race Changes
+
*Elves
 +
** +50% WPA
 +
** +1 mana in war (was 2)
 +
** Lost + 30% Spell Damage (Instant Spells)
 +
** Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
 +
** Elite: 6/4, 700gc, 6NW
  
Avian
+
*Faery
-25% Attack Time
+
** + 30% Spell Damage (Instant Spells)
+40% Sabotage damage
+
** + 30% Sabotage damage
 +
** + 30% WPA and TPA (was 50%)
 +
** Offensive Specialist Strength -2 (was -1)
 +
** Spellbook: All racial spells
  
- 10% attack gains
+
*Halflings
No Access to Stables
+
** +50% TPA
 +
** -15% Birth Rate (was 20%)
 +
** Lost + 10% Population
 +
** Lost Espionage operations are 100% accurate in war
 +
** Spellbook: Invisibility, Town Watch
  
Spell book: Town Watch, Vermin, Mystic Aura
+
*Humans
Elite: 7/2, 600gc, 6.25NW
+
** +10% Population
 +
** + 50% Sabotage damage
 +
** + 50% Spell Damage (Instant Spells)
 +
** + 1 Offense specialist strength
 +
** Lost + 30% Income
 +
** Lost + 40% Thievery Damage (Sabotage Ops)
 +
** Lost - 20% Magic Effectiveness
 +
** Lost - 1 Offensive Specialist Strength
 +
** Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
 +
** Elite: 5/5, 500gc, 5NW
  
+
*Orcs
 +
** +20% gains (was 25%)
 +
** -75% Combat Instant Spell Damage and Duration (was 50%)
 +
** -75% Sabotage Damage
 +
** Lost - 10% building efficiency
 +
** Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
  
 +
*The Undead
 +
** - 25% science effectiveness (was 20%)
 +
** lost Basic Thievery Operations Only
 +
** Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
  
Dwarf
+
==Personality's Changes==
+ 15% BE
 
+ 30% Spell Damage (Instant Spells)
 
Free Building Construction
 
Can use credits to raze buildings
 
  
+ 50% Food consumption
+
* The Merchant
Accelerated Construction not available
+
** +30% Income (was 40%)
 
 
Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
 
Elite: 7/3, 750gc, 6.5NW
 
  
 +
* Shepherd
 +
** forgotten (removed)
 
   
 
   
 +
*The Sage
 +
** + 25% Science effectiveness (was 20%)
 +
** -66% Losses on Learn Attacks (was 75%)
 +
** Immune to The Plague
 +
** Lost - 20% Book Costs
 +
** Lost - 20% Research Time
 +
** Lost Every 4 Acres produces 1 Book / Tick
  
 +
*The Mystic
 +
** +50% Spell Duration (was 30%)
 +
** +1 mana per tick in War
  
Elves
+
* The Warrior
+50% WPA
+
** +1 General
+1 mana in war
+
** +15% OME in war (was 10%)
+ 1 defence specialist strength
+
** Enhanced Conquest range
 +
** Lost + 50% bonuses from honor
 +
** Lost +15% Enemy Casualties (on attack or defense)
 +
** Lost -15% Your Military Casualties (on attack or defense)
  
Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
+
*The Tactician
Elite: 6/4, 700gc, 6NW
+
** Gain 50% more Specialist and Building Credits (was 30%)
 +
** Accurate Espionage (in war)
 +
** Lost -30% Military Training Time
 +
** Lost -50% Land Losses when Ambushed
  
+
*The Cleric
 +
** Animate Dead spell always active
 +
** Lost + 1 General
  
 +
*The War Hero
 +
** appeared
 +
** +50% more bonuses from honor
 +
** -50% draft cost
 +
** -50% train time
 +
** -50% Land Losses on Ambush Attacks
  
Faery
+
==Game mechanic changes==
+ 30% Spell Damage (Instant Spells)
 
+ 30% Sabotage damage
 
+ 30% WPA and TPA
 
  
-10% Population
+
* If you have a reservation with a kingdom it will not be possible to create a random province in another kingdom.
Offensive Specialist Strength -2
 
  
Spellbook: All racial spells
+
* Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.
Elite: 3/8, 1000gc, 7.5NW
 
  
+
* Plunder, Learn, Massacre and Raze are now worth 2 points on the meter
  
 +
* The war declaration range for kingdoms will be changed to 25% smaller or 33% larger
  
Halflings
+
* War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.
+50% TPA
 
+1 stealth
 
- 50% thief cost
 
  
-15% Birth Rate
+
* A war ending will grant, for both kds:
 +
** All land currently out with armies at war end returns home immediately.
 +
** Instant population growth of 20% of your max pop if you are under 50% of your max pop
 +
** +500% Birthrate
 +
** 30% reduction in training costs of all troops.
 +
** Draft cost reduced 50%
  
Spellbook: Invisibility, Town Watch
+
* Winning a war will grant the following:
Soldiers: 2/2
+
** +10% honor taken from the opponents honor pool
Elite: 5/6, 550gc, 5.75NW
+
** 100 books of science per acre based on your median province
 +
** 3 times your median provinces acres in spec credits
 +
** Free building credits to the total of your current unbuilt acres
  
+
=Races=
  
 +
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
 +
The rtt (Race-table template) number must be equivalent to the total number of races.
 +
For example: if there are 8 races, use rtt 8
 +
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.
  
Humans
+
Each number corresponds to a major cell position reading left-right, top-bottom
  +10% Population
+
  Each letter corresponds to segments within each cell, which should be organised as follows:
+ 50% Sabotage damage
+
  #a = Race's name
+ 50% Spell Damage (Instant Spells)
+
  #b = Race's advantages
+ 1 Offense specialist strength
+
  #c = Race's disadvantages
 +
  #d = Race's spell book
 +
  #e = Race's elite strength and cost
  
  Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
+
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
Elite: 5/5, 500gc, 5NW
+
-->
  
+
{{rtt 8
 +
| 1a = Avians
 +
| 1b =
 +
* - 25% attack time
 +
* +40% Sabotage damage
 +
| 1c =
 +
* - 10% attack gains
 +
* No Access to Stables
 +
| 1d = Town Watch, Vermin, Mystic Aura
 +
| 1e = Elite: 7/2, 600gc, 6.25NW
  
 +
| 2a = Dwarves
 +
| 2b =
 +
* + 15% Building Efficiency
 +
* Free Building Construction
 +
* Can use credits to raze buildings
 +
* + 30% Spell Damage (Instant Spells)
 +
| 2c =
 +
* +50% Food Consumption
 +
* Can't use Accelerated Construction
 +
| 2d = Quick Feet, Fanaticism, Fools Gold, Clearsight
 +
| 2e = Elite: 7/3, 750gc, 6.5NW
  
Orcs
+
| 3a = Elves
+20% gains
+
| 3b =
Can train elites with credits
+
* + 1 Mana Recovery / Tick in war
 +
* + 50% WPA
 +
* + 1 defence specialist strength
 +
| 3c =
  
-75% Combat Instant Spell Damage and Duration
+
| 3d = Pitfalls, Mages Fury, Amnesia, Nightmare
-75% Sabotage Damage
+
| 3e = Elite: 6/4, 700gc, 6NW
  
Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
+
| 4a = Faeries
Elite: 9/2, 850gc, 7.25NW
+
| 4b =
 +
* + 30% Spell Damage (Instant Spells)
 +
* + 30% Sabotage damage
 +
* + 30% WPA and TPA
 +
| 4c =
 +
* - 10% Population
 +
* - 2 Offensive Specialist Strength
 +
| 4d = Access to All Racial Spells
 +
| 4e = 3/8, 1000gc, 7.5NW
  
+
| 5a = Halflings
 +
| 5b =
 +
* +50% TPA
 +
* +1 stealth
 +
* - 50% thief cost
 +
| 5c =
 +
* -15% birthrate
 +
| 5d = Invisibility, Town Watch
 +
| 5e = Soldiers: 2/2, Elite: 5/6, 550gc, 5.75NW
  
 +
| 6a = Humans
 +
| 6b =
 +
* +10% Population
 +
* + 50% Sabotage damage
 +
* + 50% Spell Damage (Instant Spells)
 +
* + 1 Offense specialist strength
 +
| 6c =
 +
| 6d = Tree of Gold, Fountain of Knowledge, War Spoils
 +
| 6e = Elite: 5/5, 500gc, 5NW
  
The Undead
+
| 7a = Orcs
-50% Offensive losses on attacks you make
+
| 7b =
Successful land attacks convert specialists to elites
+
* + 20% Gains
Spreads and is immune to The Plague
+
* Earns Elite Credits
No food needed
+
| 7c =
 +
* -75% Combat Instant Spell Damage and Duration
 +
* -75% Sabotage Damage
 +
| 7d = Bloodlust, Fanaticism, Aggression, Reflect Magic
 +
| 7e = 9Elite: 9/2, 850gc, 7.25NW
  
- 25% science effectiveness
+
| 8a = Undead
 +
| 8b =
 +
* -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
 +
| 8c =
 +
* - 25% science effectiveness
 +
| 8d = Greater Protection, Town Watch, Animate Dead, Chastity
 +
| 8e = 9/3, 1000gc, 7.5NW
 +
}}
  
Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity
+
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
Elite: 9/3, 1000gc, 7.5NW
 
  
+
=Personalities=
  
==Personalitie's Changes==
+
<!-- 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.
  
The Merchant
+
  Each number corresponds to a major cell position reading left-right, top-bottom
+30% Income
+
  Each letter corresponds to segments within each cell, which should be organised as follows:
  -50% Money Losses on Plunder Attacks
+
  #a = Personality's name
  Immunity to all Income Penalties (Riots, Plagues, etc.)
+
  #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
 +
* - 50% Money Losses from Plunders
 +
* Immunity to Income Penalties
  
The Sage
+
| 2a = Sage
+ 25% Science effectiveness
+
| 2b =
-66% Losses on Learn Attacks
+
* + 25% Science Effectiveness
Immune to The Plague
+
* - 66% Losses on Learn Attacks
 +
* Immune to the Plague
  
+
| 3a = Rogue
 +
| 3b =
 +
* + 1 Stealth Recovery / Tick
 +
* Access to all Thievery Operations
 +
* Each Thieves' Den functions as Two
  
 +
| 4a = Mystic
 +
| 4b =
 +
* Access to Meteor Showers spell
 +
* All Guilds and Towers are twice as effective
 +
* +50% Spell Duration (For Duration Spells Only)
 +
* +1 mana per tick in War
  
The Rogue
+
| 5a = Warrior
+1 Stealth recovery per tick
+
| 5b =
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+
* +1 General
Thieves Dens are twice as effective (subject to DBE)
+
* +15% OME in war
 +
* Enhanced Conquest range
  
+
| 6a = Tactician
 +
| 6b =
 +
* Gain 50% more Specialist and Building Credits
 +
* -15% Attack Time
 +
* Accurate Espionage (in war)
  
 +
| 7a = Cleric
 +
| 7b =
 +
* - 50% Own Casualties
 +
* Animate Dead spell always active
  
The Mystic
+
| 8a = War Hero
Access to Meteor Showers
+
| 8b =
All Guilds and Towers are twice as effective
+
* +50% more bonuses from honor
+50% Spell Duration (For Duration Spells Only)
+
* -50% draft cost
+1 mana per tick in War
+
* -50% train time
 +
* -50% Land Losses on Ambush Attacks
 +
}}
  
+
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
  
 +
=Stances=
 +
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="3" | Stances
  
The Warrior
+
|- {{LightGreenCell}}
+1 General
+
! width="25%" | Normal
+15% OME in war
+
! width="25%" | Aggressive
Enhanced Conquest range
+
! 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"
  
 +
|}
  
The Tactician
+
=Relations=
Gain 50% more Specialist and Building Credits
 
-15% Attack Time
 
Accurate Espionage (in war)
 
 
 
 
 
 
 
 
The Cleric
 
- 50% Your Military Casualties (on attack or defense)
 
Animate Dead spell always active
 
 
 
 
 
 
 
 
The War Hero
 
+50% more bonuses from honor
 
-50% draft cost
 
-50% train time
 
-50% Land Losses on Ambush Attacks
 
  
+
{| {{GreenTable}}
 +
|- {{DarkGreenRow}}
 +
! width="100%" colspan="5" | Inter-Kingdoms' Relations
  
==Game mechanic changes==
+
|- {{LightGreenCell}}
 +
! width="15%" | Ceasefire
 +
! width="10%" | Normal
 +
! width="20%" | Unfriendly
 +
! width="25%" | Hostile
 +
! width="30%" | War
  
If you have a reservation with a kingdom it will not be possible to create a random province in another kingdom.
+
|- 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'''
  
Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.
+
+
 +
* Min 12 U-Days
 +
* Max 96 U-Days
 +
* +500% birth rate
 +
* 30% reduction in training costs of all troops.
 +
* Draft cost reduced 50%
 +
* Combined with War Relatins
 +
* Separate annul the Relations (War and CF)
 +
* All land currently out with armies at war end returns home immediately.
 +
* Instant population growth of 20% of your max pop if you are under 50% of your max pop
  
Plunder, Learn, Massacre and Raze are now worth 2 points on the meter
 
  
The war declaration range for kingdoms will be changed to 25% smaller or 33% larger
 
  
  War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.
+
|
 +
* 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)
 +
|}
  
A war ending will grant, for both kds:
 
All land currently out with armies at war end returns home immediately.
 
Instant population growth of 20% of your max pop if you are under 50% of your max pop
 
+500% Birthrate
 
30% reduction in training costs of all troops.
 
Draft cost reduced 50%
 
 
Winning a war will grant the following:
 
+10% honor taken from the opponents honor pool
 
100 books of science per acre based on your median province
 
3 times your median provinces acres in spec credits
 
Free building credits to the total of your current unbuilt acres
 
 
 
=Races=
 
=Personalities=
 
=Stances=
 
=Relations=
 
 
=Dragon's Table=
 
=Dragon's Table=
 
{| {{GreenTable}}
 
{| {{GreenTable}}

Latest revision as of 19:20, 19 August 2012

Age 54
Name:

A Call to Arms

Number:

54

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

11 May 2012

End:

7 August 2012

Duration (in days):

88


A Call to Arms (Age 54) - finished Age on World of Legends server.


Changes in brief

Race's Changes

  • Avian
    • -25% Attack Time (was 30%)
    • +40% Sabotage damage
    • Lost Defensive Specialist Strength +1
    • Spell book: Town Watch, Vermin, Mystic Aura
    • Elite: 7/2, 600gc, 6.25NW
  • Dwarf
    • + 15% BE (was 20%)
    • + 30% Spell Damage (Instant Spells)
    • Lost - 25% Thievery Effectiveness
    • Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
    • Elite: 7/3, 750gc, 6.5NW
  • Elves
    • +50% WPA
    • +1 mana in war (was 2)
    • Lost + 30% Spell Damage (Instant Spells)
    • Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
    • Elite: 6/4, 700gc, 6NW
  • Faery
    • + 30% Spell Damage (Instant Spells)
    • + 30% Sabotage damage
    • + 30% WPA and TPA (was 50%)
    • Offensive Specialist Strength -2 (was -1)
    • Spellbook: All racial spells
  • Halflings
    • +50% TPA
    • -15% Birth Rate (was 20%)
    • Lost + 10% Population
    • Lost Espionage operations are 100% accurate in war
    • Spellbook: Invisibility, Town Watch
  • Humans
    • +10% Population
    • + 50% Sabotage damage
    • + 50% Spell Damage (Instant Spells)
    • + 1 Offense specialist strength
    • Lost + 30% Income
    • Lost + 40% Thievery Damage (Sabotage Ops)
    • Lost - 20% Magic Effectiveness
    • Lost - 1 Offensive Specialist Strength
    • Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils
    • Elite: 5/5, 500gc, 5NW
  • Orcs
    • +20% gains (was 25%)
    • -75% Combat Instant Spell Damage and Duration (was 50%)
    • -75% Sabotage Damage
    • Lost - 10% building efficiency
    • Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
  • The Undead
    • - 25% science effectiveness (was 20%)
    • lost Basic Thievery Operations Only
    • Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity

Personality's Changes

  • The Merchant
    • +30% Income (was 40%)
  • Shepherd
    • forgotten (removed)
  • The Sage
    • + 25% Science effectiveness (was 20%)
    • -66% Losses on Learn Attacks (was 75%)
    • Immune to The Plague
    • Lost - 20% Book Costs
    • Lost - 20% Research Time
    • Lost Every 4 Acres produces 1 Book / Tick
  • The Mystic
    • +50% Spell Duration (was 30%)
    • +1 mana per tick in War
  • The Warrior
    • +1 General
    • +15% OME in war (was 10%)
    • Enhanced Conquest range
    • Lost + 50% bonuses from honor
    • Lost +15% Enemy Casualties (on attack or defense)
    • Lost -15% Your Military Casualties (on attack or defense)
  • The Tactician
    • Gain 50% more Specialist and Building Credits (was 30%)
    • Accurate Espionage (in war)
    • Lost -30% Military Training Time
    • Lost -50% Land Losses when Ambushed
  • The Cleric
    • Animate Dead spell always active
    • Lost + 1 General
  • The War Hero
    • appeared
    • +50% more bonuses from honor
    • -50% draft cost
    • -50% train time
    • -50% Land Losses on Ambush Attacks

Game mechanic changes

  • If you have a reservation with a kingdom it will not be possible to create a random province in another kingdom.
  • Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.
  • Plunder, Learn, Massacre and Raze are now worth 2 points on the meter
  • The war declaration range for kingdoms will be changed to 25% smaller or 33% larger
  • War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.
  • A war ending will grant, for both kds:
    • All land currently out with armies at war end returns home immediately.
    • Instant population growth of 20% of your max pop if you are under 50% of your max pop
    • +500% Birthrate
    • 30% reduction in training costs of all troops.
    • Draft cost reduced 50%
  • Winning a war will grant the following:
    • +10% honor taken from the opponents honor pool
    • 100 books of science per acre based on your median province
    • 3 times your median provinces acres in spec credits
    • Free building credits to the total of your current unbuilt acres

Races

 Avians  Dwarves  Elves  Faeries
  • - 25% attack time
  • +40% Sabotage damage
  • + 15% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 30% Spell Damage (Instant Spells)
  • + 1 Mana Recovery / Tick in war
  • + 50% WPA
  • + 1 defence specialist strength
  • + 30% Spell Damage (Instant Spells)
  • + 30% Sabotage damage
  • + 30% WPA and TPA

Town Watch, Vermin, Mystic Aura

Quick Feet, Fanaticism, Fools Gold, Clearsight

Pitfalls, Mages Fury, Amnesia, Nightmare

Access to All Racial Spells

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

Elite: 7/2, 600gc, 6.25NW

Elite: 7/3, 750gc, 6.5NW

Elite: 6/4, 700gc, 6NW

3/8, 1000gc, 7.5NW

 
 Halflings  Humans  Orcs  Undead
  • +50% TPA
  • +1 stealth
  • - 50% thief cost
  • +10% Population
  • + 50% Sabotage damage
  • + 50% Spell Damage (Instant Spells)
  • + 1 Offense specialist strength
  • + 20% 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

Invisibility, Town Watch

Tree of Gold, Fountain of Knowledge, War Spoils

Bloodlust, Fanaticism, Aggression, Reflect Magic

Greater Protection, Town Watch, Animate Dead, Chastity

  • -15% birthrate
  • -75% Combat Instant Spell Damage and Duration
  • -75% Sabotage Damage
  • - 25% science effectiveness

Soldiers: 2/2, Elite: 5/6, 550gc, 5.75NW

Elite: 5/5, 500gc, 5NW

9Elite: 9/2, 850gc, 7.25NW

9/3, 1000gc, 7.5NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • + 30% Income
  • - 50% Money Losses from Plunders
  • Immunity to Income Penalties
  • + 25% Science Effectiveness
  • - 66% Losses on Learn Attacks
  • Immune to the Plague
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • Each Thieves' Den functions as Two
  • Access to Meteor Showers spell
  • All Guilds and Towers are twice as effective
  • +50% Spell Duration (For Duration Spells Only)
  • +1 mana per tick in War
 
 Warrior  Tactician  Cleric  War Hero
  • +1 General
  • +15% OME in war
  • Enhanced Conquest range
  • Gain 50% more Specialist and Building Credits
  • -15% Attack Time
  • Accurate Espionage (in war)
  • - 50% Own Casualties
  • Animate Dead spell always active
  • +50% more bonuses from honor
  • -50% draft cost
  • -50% train time
  • -50% Land Losses on Ambush Attacks


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
  • +500% birth rate
  • 30% reduction in training costs of all troops.
  • Draft cost reduced 50%
  • Combined with War Relatins
  • Separate annul the Relations (War and CF)
  • All land currently out with armies at war end returns home immediately.
  • Instant population growth of 20% of your max pop if you are under 50% of your max pop


  • 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