Difference between revisions of "Age 55"

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{{Infobox_Age
 
{{Infobox_Age
|name= not named yet
+
|name= Veil of Shadows
 
|number= 55
 
|number= 55
|status= conceivable
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
|start= not yet
+
|start= 10 August  2012
|end=
+
|end= 13 November 2012
|duration=  
+
|duration= 95
 
}}
 
}}
  
  
Veil of Shadows - next nearest [[Age]] on [[World of Legends]] server.
+
'''Veil of Shadows''' (Age 55) - finished [[Age]] on [[World of Legends]] server.
  
  
 
=Changes in brief=
 
=Changes in brief=
==Proposed changes==
+
==Race's Changes==
  
 +
* Avians
 +
**- 30% attack time (was -25%)
 +
** +20% Sabotage damage (was 40%)
 +
** Elite: 6/3, 700gc, 5.25NW
  
===Racial Changes===
+
* Dwarves
 +
** + 20% Building Efficiency (was +15%)
 +
** Elite: 6/2, 650gc, 5NW
  
Avians
+
* Elves
- 30% attack time
+
** Elite: 5/3, 650gc, 4.75NW
+20% Sabotage damage*
 
  
- 10% attack gains
+
* Faeries
No Access to Stables
+
** - 3 generals (was -2)
 +
** Lost Offensive Specialist Strength -2
 +
** - 5% population (was -10%)
 +
** Elite: 3/6, 800gc, 6NW
  
Town Watch, Vermin, Mystic Aura
+
* Halflings
Elite: 6/3, 700gc, 5.25NW
+
** Elite: 4/5, 550gc, 5NW
  
 +
* Humans
 +
** +5% Population (was +10%)
 +
** + 30% Sabotage damage (was +50%)
 +
** + 40% Spell Damage (Instant Spells) (was +50%)
 +
** Elite: 4/4, 600gc, 4NW
 +
 +
* Orcs
 +
** Elite: 7/1, 850gc, 5.75NW
  
Dwarves
+
* Undead
+ 20% Building Efficiency
+
** Elite: 7/2, 1000gc, 6NW
Free Building Construction
 
Can use credits to raze buildings
 
+ 30% Spell Damage (Instant Spells)
 
  
+50% Food Consumption
+
==Personality's Changes==
Can't use Accelerated Construction
 
  
Quick Feet, Fanaticism, Fools Gold, Clearsight
+
* The Sage
Elite: 6/2, 650gc, 5NW
+
** + 30% Science effectiveness (was +25%)
  
 +
==Game mechanic changes==
  
Elves
+
* Specialists now defend and attack at 4 points respectively.
+ 1 Mana Recovery / Tick in war
+
* The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
+ 50% WPA
+
* The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
+ 1 defence specialist strength
+
* Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
 +
* Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
 +
* Intra kingdom hits will remove some honor from the attacked province.
 +
* Attacks in war will not take extra acres from the exploration pool.
 +
* Entering Fortified stance will result in -50% magic and thief operation gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
 +
* Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.
  
Pitfalls, Mages Fury, Amnesia, Nightmare
+
=Races=
Elite: 5/3, 650gc, 4.75NW
 
  
 +
<!-- 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.
  
Faeries
+
Each number corresponds to a major cell position reading left-right, top-bottom
  + 30% Spell Damage (Instant Spells)
+
  Each letter corresponds to segments within each cell, which should be organised as follows:
+ 20% Sabotage damage*
+
  #a = Race's name
+ 30% WPA and TPA
+
  #b = Race's advantages
 +
  #c = Race's disadvantages
 +
  #d = Race's spell book
 +
  #e = Race's elite strength and cost
  
  - 3 generals
+
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 +
-->
  
Access to All Racial Spells
+
{{rtt 8
Elite: 3/6, 800gc, 6NW
+
| 1a = Avians
 +
| 1b =
 +
* - 30% Attack Time
 +
* + 20% Sabotage Damage
 +
| 1c =
 +
* - 10% Attack Gains
 +
* No Access to Stables
 +
| 1d = Town Watch, Vermin, Mystic Aura
 +
| 1e = Elite: 6/3, 700gc, 5.25NW
  
 +
| 2a = Dwarves
 +
| 2b =
 +
* + 20% 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: 6/2, 650gc, 5NW
  
Halflings
+
| 3a = Elves
+50% TPA
+
| 3b =
+1 stealth
+
* + 1 Mana Recovery / Tick in war
- 50% thief cost
+
* + 50 % WPA
 +
* + 1 Defence Specialist Strength
 +
| 3c =
  
-15% birthrate
+
| 3d = Pitfalls, Mages Fury, Amnesia, Nightmare
 +
| 3e = Elite: 5/3, 650gc, 4.75NW
  
Invisibility, Town Watch
+
| 4a = Faeries
Soldiers: 2/2**; Elite: 4/5, 550gc, 5NW
+
| 4b =
 +
* + 30 % Spell Damage (Instant Spells)
 +
* + 20 % Sabotage Damage
 +
* + 30 % WPA and TPA
 +
| 4c =
 +
* - 5 % Population
 +
* - 3 Generals
 +
| 4d = Access to All Racial Spells
 +
| 4e = Elite: 3/6, 800gc, 6NW
  
 +
| 5a = Halflings
 +
| 5b =
 +
* + 50 % TPA
 +
* + 1 Stealth Recovery / Tick
 +
* - 50 % Thief Cost
 +
* Soldiers: 2/2 (3NW)
 +
| 5c =
 +
* - 15 % Birthrate
 +
| 5d = Invisibility, Town Watch
 +
| 5e = Elite: 4/5, 550gc, 5NW
  
Humans
+
| 6a = Humans
+5% Population
+
| 6b =
+ 30% Sabotage damage*
+
* + 5 % Population
+ 40% Spell Damage (Instant Spells)
+
* + 30 % Sabotage Damage
+ 1 Offense specialist strength
+
* + 40 % Spell Damage (Instant Spells)
 +
* + 1 Offense Specialist Strength
 +
| 6c =
 +
| 6d = Tree of Gold, Fountain of Knowledge, War Spoils
 +
| 6e = Elite: 4/4, 600gc, 4NW
  
  Tree of Gold, Fountain of Knowledge, War Spoils
+
| 7a = Orcs
  Elite: 4/4, 600gc, 4NW
+
| 7b =
 +
* + 20 % Gains
 +
* Earns Elite Credits
 +
| 7c =
 +
* - 75 % Combat Instant Spell Damage and Duration
 +
* - 75 % Sabotage Damage
 +
| 7d = Bloodlust, Fanaticism, Aggression, Reflect Magic
 +
| 7e = Elite: 7/1, 850gc, 5.75NW
 +
 
 +
| 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 = Elite: 7/2, 1000gc, 6NW
 +
}}
 +
 
 +
<!-- 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
 +
* - 50 % Money Losses from Plunders
 +
* Immunity to Income Penalties
 +
 
 +
| 2a = Sage
 +
| 2b =
 +
* + 30 % Science Effectiveness
 +
* - 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
 +
 
 +
| 5a = Warrior
 +
| 5b =
 +
* + 1 General
 +
* + 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 (reawakens all troops lost on defense/offense as soldiers)
 +
 
 +
| 8a = War Hero
 +
| 8b =
 +
* + 50% more bonuses from honor
 +
* - 50% draft cost
 +
* - 50% train time
 +
* - 50% Land Losses on Ambush Attacks
 +
}}
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
  
  
Orcs
+
=Stances=
+ 20% Gains
 
Earns Elite Credits
 
  
-75% Combat Instant Spell Damage and Duration
 
-75% Sabotage Damage
 
  
Bloodlust, Fanaticism, Aggression, Reflect Magic
+
{| {{GreenTable}}
Elite: 7/1, 850gc, 5.75NW
+
|- {{DarkGreenRow}}
 +
! width="100%" colspan="3" | Stances
  
 +
|- {{LightGreenCell}}
 +
! width="25%" | Normal
 +
! width="25%" | Aggressive
 +
! width="25%" | Fortified
  
Undead
+
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
-50% Offensive losses on attacks you make
+
|
Converts some Specialists into Elites on successful land attacks
+
* No Effects
Spreads and is Immune to The Plague
+
|
No Food Required
+
* +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)
 +
* -50% gains and effectiveness on magic and thievery ops 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
 +
* -50% gains and effectiveness on magic and thievery ops in
 +
* +100% Explore costs
 +
* No Paradise spell available
 +
* Science limited to "Active"
  
- 25% science effectiveness
+
|}
  
Greater Protection, Town Watch, Animate Dead, Chastity
+
=Relations=
Elite: 7/2, 1000gc, 6NW
 
  
 +
{| {{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
  
===Personality Changes===
+
|- 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'''
  
The Sage
+
+
+ 30% Science effectiveness
+
* Min 12 U-Days
-66% Losses on Learn Attacks
+
* Max 96 U-Days
Immune to The Plague
+
* +500% birth rate
 +
* 30% reduction in training costs of all troops.
 +
* Draft cost reduced 50%
 +
* Combined with War Relations
 +
* 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
  
  
  
===Mechanic Changes===
+
|
 +
* 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)
 +
|}
  
The explore formula will be re-examined with an eye to allowing relatively small provs far cheaper costs.
+
=Dragon's Table=
  
The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed upon reaching a certain hostility level, which is yet to be decided.
+
{| {{GreenTable}}
 +
|-
 +
! {{DarkGreenRow}} colspan="4" | Dragon Type
  
Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
+
|- {{LightGreenCell}}
 +
! width="25%" | Emerald
 +
! width="25%" | Sapphire
 +
! width="25%" | Gold
 +
! width="25%" | Ruby
  
Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be 10% honor or land generated based on your kingdoms current honor/land. The reward will be allocated more heavily towards provinces with less land/honor.
+
|- bgcolor="#f9fafb" style="vertical-align:top"
 +
|
 +
+15% Combat Losses
 +
-15% Gains
 +
|
 +
-30% Thievery & Magic Effectiveness
 +
|
 +
-25% from Building Efficiency
 +
|
 +
-8% from Military Efficiency
  
'''*''' Sabotage damage mods will increase the cap, watchtowers will decrease it.
+
|-
 +
| bgcolor="#f9fafb" colspan="4" | All dragons result in 10% lower income and the loss of 20% of new draftees.  
 +
|}
  
'''**''' halfer solds will be at 3 NW due to their higher power.
 
  
  
 
{{Ages}}
 
{{Ages}}

Latest revision as of 17:06, 10 September 2013

Age 55
Name:

Veil of Shadows

Number:

55

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

10 August 2012

End:

13 November 2012

Duration (in days):

95


Veil of Shadows (Age 55) - finished Age on World of Legends server.


Changes in brief

Race's Changes

  • Avians
    • - 30% attack time (was -25%)
    • +20% Sabotage damage (was 40%)
    • Elite: 6/3, 700gc, 5.25NW
  • Dwarves
    • + 20% Building Efficiency (was +15%)
    • Elite: 6/2, 650gc, 5NW
  • Elves
    • Elite: 5/3, 650gc, 4.75NW
  • Faeries
    • - 3 generals (was -2)
    • Lost Offensive Specialist Strength -2
    • - 5% population (was -10%)
    • Elite: 3/6, 800gc, 6NW
  • Halflings
    • Elite: 4/5, 550gc, 5NW
  • Humans
    • +5% Population (was +10%)
    • + 30% Sabotage damage (was +50%)
    • + 40% Spell Damage (Instant Spells) (was +50%)
    • Elite: 4/4, 600gc, 4NW
  • Orcs
    • Elite: 7/1, 850gc, 5.75NW
  • Undead
    • Elite: 7/2, 1000gc, 6NW

Personality's Changes

  • The Sage
    • + 30% Science effectiveness (was +25%)

Game mechanic changes

  • Specialists now defend and attack at 4 points respectively.
  • The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
  • The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
  • Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
  • Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
  • Intra kingdom hits will remove some honor from the attacked province.
  • Attacks in war will not take extra acres from the exploration pool.
  • Entering Fortified stance will result in -50% magic and thief operation gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
  • Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.

Races

 Avians  Dwarves  Elves  Faeries
  • - 30% Attack Time
  • + 20% Sabotage Damage
  • + 20% 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)
  • + 20 % 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
  • - 5 % Population
  • - 3 Generals

Elite: 6/3, 700gc, 5.25NW

Elite: 6/2, 650gc, 5NW

Elite: 5/3, 650gc, 4.75NW

Elite: 3/6, 800gc, 6NW

 
 Halflings  Humans  Orcs  Undead
  • + 50 % TPA
  • + 1 Stealth Recovery / Tick
  • - 50 % Thief Cost
  • Soldiers: 2/2 (3NW)
  • + 5 % Population
  • + 30 % Sabotage Damage
  • + 40 % 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

Elite: 4/5, 550gc, 5NW

Elite: 4/4, 600gc, 4NW

Elite: 7/1, 850gc, 5.75NW

Elite: 7/2, 1000gc, 6NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • + 30 % Income
  • - 50 % Money Losses from Plunders
  • Immunity to Income Penalties
  • + 30 % 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 (reawakens all troops lost on defense/offense as soldiers)
  • + 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)
  • -50% gains and effectiveness on magic and thievery ops 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
  • -50% gains and effectiveness on magic and thievery ops in
  • +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 Relations
  • 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